Jump to content

mmotomb

Members
  • Content Count

    68
  • Joined

  • Last visited

    Never

Everything posted by mmotomb

  1. Am I the only one who noticed a box art of "Game of Thrones" (with FFG + HBO logos on it) next to Mansions of Madness new expansion in FFG's Day 3 Gen Con video on youtube? 00:38
  2. How can you tell between the Premium Painted Figures and the Regular Painted Figures? Or am I completely lost and confused?
  3. Even though I am not interested in Elder Sign the card game, I will buy this because at least I know I am going to play it. I think both having a Board Game or real physical card and playing on a table is a great experience but giving us an option to play on Tablets or Smart Phone is really an excellent idea. I would not stop buying a board game if there's a digital version of it, it's totally different experience. I approve of this approach from Fantasy Flight Games!
  4. Mordjinn said: I at least put all the different little markers (door key cards etc.) in a small tackle box. It makes finding them while playing A LOT easier and faster. I do agree that ER box is one of the best when it comes to storage solutions. Are you serious???? I use 3-4 little bags that comes with the box. One for the keys, one for the timer, one for the command points/dmg market and put them on top of the upper right section of the box. Seriously using plano box for this little chits is just uncalled for you are just storing too much for too little you add more junk when you dont need to. Most of these chits are used BEFORE the scenario anyway and the bank of damage/command points should be placed somewhere as a pile before the game starts anyway. I honestly don't see how you justify adding a plastic box in Earth Reborn insert. Check out youtube and find out how to store Earth Reborn I am just shocked how you burned your box even more when everything is easily stored there without any extra plastic besides the bags which come already with the game.
  5. Graf said: It would be a hard blow for all those sellers of tackle boxes if FFG would include some serious inlay slots into Descent ;-) The CEO of FFG has shares in Plano Boxes inc. Now we know the evil secret....
  6. Thanks guys for the help. I guess I will give AH another solo try to see how things would work now. I was thinking maybe there's a key expansion which fixes the problems I had with AH but apparently having an expansion now as you suggested is not a wise plan. (I honestly don't feel "overwhelmed" by the rules.. am just overwhelmed by the mechanical nature of the game and how it feels disconnected to what I think the experience should be... investigating and such). But to be honest, it's been awhile since I last try it, I'll give it another solo shot and we'll see what happens.
  7. We love the Lovecraftian theme here and that's why I was interested in Arkham Horror but unfortunately the few time the game saw play we really didn't get a decent game experience due to the extreme fiddliness and the draw-mechanics. I just have vague perception of why we didn't like it. It took me awhile to understand the game's rule but the game play, as far as I remember, was not fluid. Now after we've played Mansions of Madness and our gaming experience was GREAT, simply the best game experience we've ever had. I was thinking maybe I should give AH another chance. The thing is we only have the core game, no expansions. I was thinking if the game play would improve if we purchase a key expansion which adds a lot to the game and then give it another try.
  8. Bjerlk said: Have been trying to figure out new kind of puzzles for the game. The ones that are in now are too easy i.m.h.o. But at the same time they should be puzles that are easily customizable. Tangram and wooden puzzles are kinda out on that front. Math ones? Wierd languages? Maybe water ones similar to electrical but water can only flow in a certain direction? Marble ones? Labyrinth ones that you only see a part of the maze as you use points to move one step at a time? Builda model from a chart in time? But I would like to see some kind of 3d version of a puzzle... The puzzle aspect of the game should be expanded upon, enhanced and refined. Also, they don't really have to be linked to square cardboard tiles. What about a puzzle that require a paper and a pen? (use your imagination) What about a Riddle? Or Deciphering a combination of weird letters. Or an Investigator vs. Keeper interactive puzzle (not direct confrontation but a puzzle that requires the keeper to be more interactive with the player) like a hang man game (where the investigator must guess letters) and the keeper will tell the investigator if the letter is correct or not and if not they reduce 1 point (out of the total of the investigator's intelligence) until either the investigator fails or succeeds. 3D Puzzles are always welcome. But I'm more into fast and more interactive puzzles than puzzles that would take a long time yet serves one investigator.
  9. Sebastian DuArgo said: You should put out a stylized egg timer for the puzzles as well. Purple sand, covered in tentacles. You win the thread! That would be excellent addition but sadly unrealistic Maybe when a collector edition comes out?
  10. I have plenty of board games and I always play with my wife so all my playing experience is 2 players. I have to say MoM gives the best 2 players experience we've ever had for a story driven "dungeon crawler". For me it plays better than Castle Ravenloft, Descent and DungeonQuest for 2 players. We tried it with 1 investigator it wasn't very good but then we tried it with the investigator player controlling 2 investigators and it worked much better. Controlling investigators is extremely simple (2 moves, 1 action) specially with their very simplistic YET VERY WELCOME combat mechanic (I can't emphasize how beautiful the simplicity of combat is) and due to that even if one player controls 3-4 investigators their turn moves swiftly. This game is great it is what I wanted Descent to be and Descent was what brought me to the "new age" of Board Gaming.
  11. Velhart said: yewsef said: Let's say my life starts as 4 life. I "gain" life and I am now 5 life. Then because of encounters I lose 2 lives so I am down to 3 lives. Then I get the option to fully heal. I go back to my character sheet, it says 4 life so I heal 1 life. However, I should heal 2 lives because I "gained" life and my life total is now 5 instead of 4 but because there's no method of recording this I forgot that my life changed from 4 to 5. Unless, when you gain life.. you really are not "leveling up" your life but merely you gain some excess buffer that might be taken out and then your life will always cap at your character's starting life number. (if that makes sense). Gain a life is not permanent. In your explanation, he starts with 4 life, and he gains a life, but he lose 2 lives due to encounters. after that, he heals his life to his life value ( that's 4) that's it Thanks this clarifies everything. Gee I am complicating the game too much everything seems straight forward. I just see the FGG logo on the box and I just say... no there's a trick, things shouldn't be that easy.
  12. Velhart said: yewsef said: Also, I was thinking about "Gaining" something. When you "Gain" life it means your life buffer is increased permanently. How do you keep track of that? I am guessing maybe the bigger size cones go for the permanent-gain to indicate that your character has +1 life permanently and when you lose life counters you keep that counter on top of the character sheet to remind you that your character no longer has , say, 4 life but now he has 5 life and can heal up to 5 lives when possible and not to the original 4 life. (if I am making any sense). If you gain a life, then you may take a life counter, even if your life value is at max. The same goes for strength, craft and fate. Let's say my life starts as 4 life. I "gain" life and I am now 5 life. Then because of encounters I lose 2 lives so I am down to 3 lives. Then I get the option to fully heal. I go back to my character sheet, it says 4 life so I heal 1 life. However, I should heal 2 lives because I "gained" life and my life total is now 5 instead of 4 but because there's no method of recording this I forgot that my life changed from 4 to 5. Unless, when you gain life.. you really are not "leveling up" your life but merely you gain some excess buffer that might be taken out and then your life will always cap at your character's starting life number. (if that makes sense).
  13. The rulebook doesn't explain why there are counters of different sizes. Do they represent something? The size differences is not eye-friendly you really can't tell if there are 2 or 3 or even more different sizes. Even putting them together I need to focus to see if they are different sizes or not. Why there are different sizes? Do bigger ones represent 5 counters? Also, I was thinking about "Gaining" something. When you "Gain" life it means your life buffer is increased permanently. How do you keep track of that? I am guessing maybe the bigger size cones go for the permanent-gain to indicate that your character has +1 life permanently and when you lose life counters you keep that counter on top of the character sheet to remind you that your character no longer has , say, 4 life but now he has 5 life and can heal up to 5 lives when possible and not to the original 4 life. (if I am making any sense). So, why do we have different size counters and how do you keep track of the "gained" size of life (sense unlike strength and craft life decreases and can be healed while strength when taken it is taken and cannot be healed).
  14. Thanks guys! That would make the game much more difficult for craft based characters. Does this mean Craft Based characters should focus on Strength to progress? Also, does the term "character" only mean "other players" or are enemies also considered characters?
  15. We just started our first Talisman game and there's one thing that confuses me the most. Craft and Strength... what's the difference? The way we play it is whatever is higher for you, you use it for combat. Your Craft is 4 and your strength is 3 and you face a dragon.. you use Craft since it's higher. Which means having craft and strength is trivial which also means we're doing it wrong. Also, what does "When your craft allows" mean.... how would a craft allow a spell? How can I tell if the craft allows spell X?
  16. Hello Rashley! It's a shame because I was hoping that FFG would tackle the other trend going on (Deck Building Games) like Thunderstone, Dominion, Nightfall, Heroes of Grexia, Ascension and others.. FFG, as far as I know, never ventured through this road and I was guessing maybe Elder Sign would be their first but I guess it will be another coop card game but with some dice mechanic and different theme. Cheers
  17. I don't know where I read that Elder Sign is a Cooperative Deck Building game (you build your deck during the game) but reading the game's description on FFG website I fail to see anything mentioning deck building. Is this going to be a pre-constructed deck cooperative game? if so... do we really need a third one? (Death Angel and LOTR).
  18. I was thinking maybe FFG produce a big expansion for MoM which is somewhat like Road to Legend was to Descent. Where players can divide their playing session playing, say, 5-10 story missions which are segments for a bigger arch story (campaign). The investigators uncover the mysteries of the story mission after mission and in between missions they can visit the town to buy items and do other things like healing. Monsters may drop money based on dmg strength? (1 dmg = 1 dollar?) we can make it more random where investigators must pass a luck check in order for the monster to drop money. Which also can increase our exploration cards to have money in them (you find $5 inside the safe). Heck if it's possible Investigators may increase their skills or HP/Sanity using XP and again XP can be collected whether by completing a mission or killing monsters / solving puzzles / finding clues. Maybe adding "Specialize" cards which give investigators an extra passive or active ability specific to a certain thing (fighting monsters, evading monsters, solving puzzles, preventing traumas/mythos..etc). Maybe the leveling thing might not work but the story-arch / campaign setup is definitely something that should be implemented to give a sense of progress. What do you think?
  19. This game is a gem. It is by far the most thematic experience I've ever had playing a Board Game. It is also friendly to non-board gamers. Easy to teach (thank you for the beautiful combat mechanic) and fun to play. There's Combat, There's puzzles, There's mystery, there's race against time.. It got EVERYTHING. I love it, everyone who played it in my non-gaming group loved it. Mansions of Madness is the only board game that really attract my non-gaming friends and they are asking for more! The only problem with is the fact that it comes with only 5 stories (with several possible story choices but still it's not much!). The investigator's Skills make sense. This game makes the intelligent character feel intelligent and the strong character feel strong. There's a great Role Playing elements attached to it, greater than many dungeon crawling games. I loved the choices we have to make picking which skill/attribute sets for the investigators. Having a group of investigators entering the mansions tackling the challenges inside where the brute-force investigators take care of the nasty monsters while the intelligent ones search for clues/explore and disable obstacles! The play-time is perfect. Being a fan of Descent it is not realistic to play it anymore because of how long it takes to be played. MoM game can end within 2 hours and that's with people new to the game. The overall experience is always satisfying whether we all lose or Keeper/Investigators win/lose.. it doesn't matter because everyone is watching the story unfolds and everyone wants to see what's going on, where's the clue? what's going to happen? are we going to be able to escape? whatever the result is, the reaction is always... Wow.. that was one nasty story. I just wanted to thank Fantasy Flight Games for releasing such fine product. I am looking forward for big box expansions for this game, it deserves more attention and development time because this game is a gem.
  20. Fantasy Flight Games are known to support their games with steady expansions. They are the best in terms of improving and expanding on their games. Not releasing big box expansions for MoM would be a shame because this game is a gem and the target audience is bigger due to its faster play time and simplified (yet beautiful!) combat mechanic. The Mission "expansion" is disappointing to be honest. I hope they are not going to settle with this kind of expansions for the game. I am looking for more Investigators, more monsters, more tiles/rooms, more exploration cards (items/equipments) and more puzzles which should come with at least another 5 stories to explore. Also, I am looking for expanding on game play. Like adding a new element to the game which means not only the game is going to be expanded content wise, it should be expanded game play wise. Think of what Road to Legend expansion did to Descent! Having a big story which consist of 5 normal stories with Cthulu in the end of it is going to make me a happy guy! FFG also must consider that with new investigator I betcha people are going to buy those pre-painted AH investigators. I know I did buy the 8 pre-painted investigators for MoM.
  21. Is there a plan for FFG to get in the Tablet/Phone trend? Days of Wonder have Small World done pretty nicely. I wish I can find an iPad version of some FFG like Descent, Mansion of Madness, Cosmic Encounter and the rest. I would definitely pay for it even though I own so many FFG games. So is there a plan to release some iPad/Tablet apps based on your boardgames/cardgames?
  22. Thanks guys for the clarification. I think I got confused only because I played other games that have a different evasion mechanic! Okay, I guess it is simpler than I though. Thanks again
  23. I'm not sure if I have missed it but I couldn't find how to do the evading mechanics in the rulebook. Unlike Arkham Horror where you must roll a success using dice equal to your evade skill (minus modifiers) what should we do in Talisman? how do you determine you evade successfully?
  24. I've noticed a nice approach done by FFG with DungeonQuest having Miniatures compatible with other games from the same universe. You can use the heroes that comes with DQ in Descent, Runebound and Runewars games! So, I think the investigators in Mansions of Madness to be investigators we know from Arkham Horror games and thus we can use the Pre-Painted miniatures in Mansions of Madness as well. I would also expect some Investigator cards for Arkham Horror IF they introduce new ones, just like DungeonQuest having hero cards for Descent, Runebound and Runewars. The bad thing about it is that they are not going to be pre-painted
  25. DungeonQuest definitely takes less than 2 hours to finish (sometimes 10 minutes). I managed to win once without even getting near the Treasure Chamber in the middle of the board because the two other opponents died and I had a 30 gold treasure, so I went back to the exit and won the game. I hated DQ's combat system. It's too confusing and complicated for what it does. It takes you away from the flow of the game (you draw cards, you place cards, for what reason? the game is too **** random to justify an "innovative" combat system). There were infinite variations of possible combat system any of these would have worked better. But that's probably only me.
×
×
  • Create New...