Tag Info

Hot answers tagged

25

Seating is very important in Puerto Rico. The seat that wins the most is 1st Corn (based on World Boardgaming Championship stats). Here's one of the tourney pages with stats, if you look around you'll find more. Here's the compilation of stats from 2002 to 2009: Seat 1 indigo 41.53 scoring average, 19.9% of wins Seat 2 indigo 40.73 scoring average, 19.5% ...


14

Don't underestimate the importance of visual cues or psychological warfare; in games like Risk and Diplomacy, these are the very underpinnings of your negotiation platform. For example, if you are playing one of the game sets that features little men and cannons, then arrange them on your spaces facing away from one enemy, and massed on the 'border' with ...


14

Hold a medium-to-small sized continent (like South America or Africa) and avoid aggression while you build up. Attempting to take Asia, Europe, or North America will raise a lot of red flags, and Australia's defensibility makes it suspicious too. RISK is defined in the later game by the ridiculous armies you get when trading in cards, so your main task is ...


13

Field Watchman, Head of the Family, and Braggart. In statistics gathered from about 2000 games that used drafting, these occupations were picked on average earliest by the player who won the game. See this forum post for the full details, and a list of the first chosen minor improvements too. Edit: It turns out that several occupations are not included in ...


10

I think the house rule will be harmless, and also that after playing a few games, no one will take advantage of partial renovation - because it's a terrible idea. It also introduces unnecessary complexity. Balance: The only balance consequence I see is that the Renovation action can be taken much more often than in standard Agricola. In principle, you ...


10

NO Goons is just an upgraded Militia. Had your friend never played with Militia before? All Attack cards are designed to slow down your opponents.


9

Excellent question: I play it a lot, often with the same people (my wife, family, friends). It's one of the few games for two that I really enjoy. To answer your question, maybe we haven't fully explored the possible strategies, but we find that the game is quite biased in favour of the Inspector. Other people who have played with us seem to agree. Also, I ...


8

Mathematically the Pie rule can be generalized. This is actually a well known problem. One of the solutions is to let people take it in turns to add what they want from the common lot to a set of goods until one person calls that he wants that set. For example, in the 40 thieves problem, the goal is to share the bounty in 40 equal sets, which seems ...


8

Personally, I like that goons opens up the possibility of winning without buying green cards as well as the possibility to have monstrous turns when you've stacked a few goons. But fun is subjective, if it's not fun for a subset of the players in your group, it is simply not fun for them. While attacks usually get meaner in Dominion games with more ...


7

There are two sides to Risk, one of them being the actual armies, countries and cards you hold. As lilserf correctly points out, you usually aren't allowed to hold any major continents. I don't quite agree with Australia. It's easy to defend, but it's usually not near the tension and there's the danger that you get isolated, so I don't find it superior over ...


7

Really, the most important thing is to have the ability to deal with monsters that are in the way without having significant delays. Whether that is being able to effectively sneak past things or just kill them outright. If you're trying to jump around to locations to pick up clues to seal, you want to make sure you can get to locations and not have ...


6

I hardly feel that they just guess or take it on the feels when coming up with the cards cost and ability limitations. Actually, they kinda do. Mana cost depends on several factors: How common the card's ability is in the color. Flight for example, is generally least expensive in Blue, White is slightly more expensive, and red/black slightly more, ...


6

"Apparently the ship can't turn and can only go forward, with a bit of steering." You are correct, this is something my heroes often complain about that I explain by saying the map is too small for the ship to turn meaningfully. It's a design flaw that isn't easily fixed without changing the course so it isn't squares. "The rocks sink the ship ...


5

A player may not chose an Action card that he resolved during the previous game round (pg11 of the Rule Book) Given that rule, how can you use Force Field indefinitely?


5

I concur that there is, indeed cannot be, a hard-and-fast formula for translating a new card to a mana cost. Bear in mind that different blocks have different power levels. A card that may have been severely overpowered in one environment is average in a different one. A card that may have been costed 1R in last year's block may become 2R in development ...


4

There does seem to be a pattern to how they balance the cards and their costs("A 1/1 creature should cost 1 or 2, and abilities such as first strike or haste might add 1 to that cost" as a baseline and then scaled up for more powerful cards), and most players have a pretty good eye for whether something is good for its cost or not. But I'm not so certain ...


3

Another possibility: This doesn't follow the letter of the rules, but since it's a translation, I think it might be more appropriate to attempt to follow the spirit of the rules. There's several characters (most, even) whose special abilities essentially are like having a "built-in" item. Willy the Kid has a built-in Volcanic, Paul Regret has a built-in ...


3

Without any exposure to game forums or outside advice, our play group outright banned Taster, Chamberlain, and Maypole after playing dozens of games with various combinations of the EIKZ decks. Taster and Chamberlain were clearly overpowered - the latter being an almost guaranteed win. Maypole led to poor sportsmanship, where opponents would intentionally ...


3

Ratcatcher ... just too powerful. Taster ... changes the basic mechanic of the game, puts the people in 4 or 5 turn order in a really bad spot. Mail Coach Driver ... messes with people as much as the Taster! Everyone will have to modify their strategy accordingly. I guess the cards "I" think are broken are the ones that change the game FOR EVERYONE, not ...


2

I think the real issue you're having is with attack cards in general. If you want more player interaction, a bit more competition, the necessity for on the fly adaptations, and everybody's fine with keeping attacks in, then go for it. The choose between a more or less competitive game is one we have to make every time we sit down to play. When in doubt, ...


2

The problem is not so much that partial Renovation would be broken in and of itself - ire_and_curses' answer has given a good account why such a move would usually be a bit of a waste of an action - as that it interacts really terribly with other important aspects of the game. I immediately thought of the (excellent, well-worth-getting-hold-of) Farmers of ...


2

Saboteur 1 does seem to be biased towards the "good dwarves" if you don't play it in really cutthroat fashion. If the good dwarves just cooperate and go for the gold, they will win most of the time. However, if the good dwarves break each OTHER in order to keep competitors from getting gold, it gives the Saboteurs a much better chance, obviously. I think ...


2

Alot of great insights here! I would like to add: You tend to get more for your mana if the card is multicolor, in exchange for it being harder to cast. For example, Woolly Thoctar is a 5/4 at only 3 mana! A turn 3 5/4 is huge, but at RGW, you either have to be super lucky at having the perfect lands in hand or at the first 2 draws, &/or you are (in ...


2

Having read the other answers, they seem to hit most of the right topics. You start with a basic formula to get a good idea of what it should cost, perhaps using previous sets examples. (Not as easy if its your first set, mind you...) This is the cost recommended by design. You tweak the card on an individual basis to emphasize or deemphasize particular ...


2

This is just off the top of my head, but if the issue you're having is that someone needs to be 'stuck' there, then how about giving everyone a special action to skip their whole turn to "radio the driver" to take the action. This way, effectively, any player can be it without having to be in the truck, and people can take turns. Try it out, and if it ...


2

The game tends to be much easier for the Hunter player. They have 8 pieces that can kill animals, while the animals only have the 2 bears. Yes, hunters can only attack in a certain direction, but they can move as far as they want, while Bears have to creep up on the hunters.


1

I would make the following observation, that there are THREE blocs (not two). They are: Central Powers, Germany, Austria-Hungary, Ottoman Empire, 77 IPCs; Western Entente, Britain and France, 54 IPCs; "fence sitters," U.S., Russia, and Italy 59 IPCs, in total. Although aligned with the Entente, the fence sitters basically had the balance of power. So game ...


1

This is not directly the answer but may help you solve your issue. From the FAQ of www.Mayfairgames.com http://www.mayfairgames.com/gamesupport/FAQ_bang.htm Q: Can you explain how Lucky Duke’s ability works? Does he use it every time he draws cards? A: Lucky Duke can be a little confusing because of an unfortunate limitation in English that ...


1

Additionally, the more colorless in the casting cost you have, the weaker the spell will be, since it is easier to cast: In the Return to Ravenca Block, right now we have: 4 colorless = 2/2 flyer (Millennial Gargoyle) that anyone can cast. 3W = 3/2 flyer (Assault Griffin) that anyone who splashes white can cast. 1WW = 2/2 flyer (Sunspire Griffin) that ...


1

EndersGame has a post on BGG talking about a teams chances of winning a particular round. It doesn't take into account the fact that the game is played over multiple rounds for points, so you would have to take into account ACT points for each player when they win, and self sabaotague from teammates trying to get the most points by finding the gold. There ...



Only top voted, non community-wiki answers of a minimum length are eligible