Hot answers tagged

6

If my opponent starts with a Furious Lunge, I believe our sequences would go: -L-X-X-C-X-X- -P-R-P-X-L-X- No: your written sequence would be P-P-X-L-X-X-S... (to 12 actions) The optional routines kick in when the duel is resolved. So, when you see that your opponent's first action is a lunge, which is stopped by your Parry, you may replace your ...


6

In most games with a trump suit, you must follow with a card of the suit that has been led, unless you are void in that suit (have no cards of that suit), at which point you may play a trump card. Given that, I would assume the rules in Trumpet are the same, and you cannot play a Trumpet unless you're void in the suit led. This thread on BoardGameGeek ...


6

According to this translation of the rules, you can move your piece as far as you like down an open corridor, not just one step.


5

Going off of this version of the rules. If the Sunrise space is moved past in one turn, these effects still take place. It sounds like the token always advances, and passing through the Sunrise space is sufficient to trigger the vampire actions.


4

Apparently even the two designers are not completely in agreement over this issue. It has come up on BGG more than once. This thread references two other threads where each designer gives an opinion on whether or not you should discard at the end of turn. Jarret Gray says: Discard is part of pass. The cards are supposed to return immediately to ...


4

A German friend of mine translated the card game (I also bought it in Germany, but can't read German), it is available here: Translation of Shaun the sheep card game


4

Actually, there has been official errata posted on this very question: Bumping Ships from The Raiders' Outpost A question has been raised about how the "Bump Rule" works for the Raiders' Outpost if one or more ships in the original run have been removed, either by the Plasma Cannon, the Orbital Teleporter, or by losing control of the Relic Ship. ...


3

You can find the rules for download on the Mantic website.


3

Chivalry by itself is difficult to be a good VP engine. Its strength lies in that you can distribute the cubes anywhere so it can help you gain fight events regardless of the typical dice color. As you noted in your question, the challenge with Chivalry is that it it gives you a cube for each red die you have left after the cost is paid. Since you typically ...


3

Your logic is undeniable, and it seems by all accounts to be a mistake. ALL other cards that allows questions have the question type as a keyword. Seems like this one slipped through their fingers.


3

Here's one link to start you on your way: a full text spoiler in PDF for the "Underworld" expansion, which was the only one released for the game.


3

I used to work for Aardman, the creators of Shaun the Sheep. The following comes straight from the lovely ladies in their Rights & Licensing department. "The games are a German design and license, they don't exist in English speaking markets, so only German language instructions I'm afraid." It might be worth trying Google Translate?


3

As I see it (having played close to a hundred games), the way to win at T&T is to play all or most of your houses while getting as many bonus points as possible. Beginning players tend to focus on the carriages, but generally if you're playing against experienced players the game will end before you can get to the 7th carriage anyway. How you get the ...


3

On a tie vote, the Yes votes carry. Mayfair Games released this game as Wacky Wacky West, on their website is a play demonstration/rules explanation video. At about 3:15 the voting is explained and contains this: If there are more yes votes than no votes or if it's a tie the tile is played and the outhouse is destroyed. On BoardGameGeek, there is a ...


3

From the rules posted on the Z-Man Games website (Page 3): Each player begins the games with the following items: ... • 5 - Ankh-Morpork Dollars • 1 - Lords & Ladies Volunteer Card • 1- Man & Beast Volunteer Card Players should collect any items/scrolls or attribute bonuses marked on the above cards. This is a slightly older version ...


3

If your looking at the box with the token slots closest to you. Figs on the far side. From left to right its: dice, bag of (mp/ap/damage/coins), demonic rewards(gold and 1/2 of granite), demonic rewards (jade and 1/2 granite) (each slot holds 1&1/2 colors), round tokens(mobs,traps,bombs), gg tokens, The character cards have an obvious spot in the bottom ...


2

I found some rules here. Wow, here's some tricky wording. Emphasis mine for this quote: If there are more yes votes than no votes then the player lays the tile in the normal way. If however the number of no votes beats the yes votes then the player returns the tile to his hand. It clearly says "Yes > No" to place the tile. However, it doesn't ...


2

After taking another pass through the rules, I see no reason this would be forbidden. That being said, I see no case where this would be a good play. You gain nothing by placing a second builder here, and at best you are causing one player to pay taxes. I suppose in the very narrow situation where 1) this is the last space (and therefore you know which ...


2

Mercator is usually a sure fire way to beat a forum machine, but there are defenses against that too. (Siccarius and Gladiator both do very well.) If you Haruspex the Mercator and you have a Consiliarius and/or Scaenicus in play you can usually win handily against a forum machine. This will usually force your opponent to play offensive with Legionarius ...


2

There's an errata posted on BoardGameGeek that corrects the rules about delivering Guild Orders, and an updated set of rules (from the publisher's site, also available on BGG) which includes the correction. According to the errata and the new rules with the errata included, you do indeed count the second order as a new order, and thus get more VPs than the ...


2

In my experience, this is exactly the fun of the game and all its expansions (and a few others like it): there is not one strategy that is guaranteed to do well, but you have to constantly adapt your strategy to what cards are available, what the other players do, etc. I would consider this a virtue of the game, and would typically consider a game that has ...


2

Did you try Googling? The top hit for the search rules word thief card game seems to be what you want: Rules for Word Thief, by Faby games


2

I certainly favor taking a color. With good players it's impossible to get nothing, and if you pick a single color you'll have some control. Once you start specializing in a color other players are unlikely to take any of that color if they can help it, ensuring you'll get the majority. Once you have that solid majority, towards the last half or third of ...


2

My understanding is that the 3-4 ships remain where they are after the 5 ship is removed, whether by the teleporter, or getting zapped by the Orbital Laser artifact, or whatever. Then a 3-4-5 set of ships will be sufficient to occupy the Outpost again, as a 3-4-5 straight is higher than a 3-4. The same would apply if the 3 or the 4 ship was removed; 3-4-5 ...


2

The player who is being bribed can see the offer (in page 11 of the manual, the example shows that the player sees the offer). However, other players cannot see it and then it is secret from them.


2

According to this BGG post you were correct in your initial interpretation and the "one" is a misprint: unfortunately it was a misprint on the Taberna tile. [...] The correct symbol is the one printed on the board, [...] you are not restricted, you can use [the Taberna] as many times as you wish. So yes, the rules are correct. You can buy any goods ...


2

From my experience, I would lean towards the "Go big or go home" school of thought on this. Here's why: Most of the expensive figures have a higher defense value. Most of the less expensive figures have a lower attack value. You may be able to direct 2 or 3 figures towards attacking your opponents costly Superman or Hulk, but they will have a harder time ...


2

I don't think a definitive answer exists from the designer or publisher, but here is my informed opinion. The first interpretation treats Polarity Stabilizer as you would any other contraption that affects your opponents. You would take the top 3 cards from the scrap pile, put 2 in your hand, then the remaining card to the first opponent. Then you would ...


2

Unfortunately, for RPGs where the rules are the game, it is difficult to get a copy of the rules to answer questions like these. This means that we have to rely on designers answering these questions definitively on various forums. Are the rewards for attempting the mission and the experience for completing the mission additive? They are additive, The ...


2

According to the 2nd Edition rules (although the 1st Edition rules do not differ in this respect, although it clarifies it in a different way), when determining the location of the Fellowship, the Frodo & Sam figurine's location is used. This may be the current location of the Fellowship, if the Fellowship is declared or revealed. Otherwise, it will be ...



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