We did simulate the first turn to speed things up. But still, it went a lot quicker than I expected.Calculon said:Wow a 6 player game of Twilight Imperium in only 4.5 hours? Even with 3 people I've never had a game last less than 7 hours.
StoOgE said:Game of Thrones
Artadius said:Do you like Twilight Struggle's mechanics? If so, and you like the theme of this game, then yes, you'll like it.
It's a pretty solid game.
AstroLad said:Very cool and deep game. Haven't soloed it myself, but the solo play seems really extensively thought out. Basically a whole new game in some ways.
Neverfade said:
Calculon said:Wow a 6 player game of Twilight Imperium in only 4.5 hours? Even with 3 people I've never had a game last less than 7 hours.
joeyjoejoeshabadoo said:Anybody up for a quick game of 7 Wonders?
http://www.jeuxsurunplateau.com/fr/jeux-en-ligne/jeux-en-ligne~34~playing~m7.html
I'll set one up and whoever else wants to join come on in.Artadius said:I'm game
joeyjoejoeshabadoo said:I'll set one up and whoever else wants to join come on in.
The game is called neogaf and the password is believe.
Seafarers for the exact reason you stated. You get more board real estate to play with. That being said I don't normally play Seafarers with Cities and Knights. It tends to make the game too long.ncsuDuncan said:So I've got a decent group of 4 that plays Catan every Wednesday.
We have the base game and the Cities & Knights expansion, which one should we get next, Seafarers or Barbarians & Traders?
I'm leaning towards Seafarers, it sounds like Barbarians is a couple smaller expansions while Seafarers is one larger one.
ncsuDuncan said:So I've got a decent group of 4 that plays Catan every Wednesday.
We have the base game and the Cities & Knights expansion, which one should we get next, Seafarers or Barbarians & Traders?
I'm leaning towards Seafarers, it sounds like Barbarians is a couple smaller expansions while Seafarers is one larger one.
TheExodu5 said:At worst, the game will spoil up to about halfway through Clash of Kings.The fact that Greyjoy is one of the warring factions and that Renly Baratheon is not.
BomberMouse said:What was everybody opinion on 51st State? My birthday is in a couple of weeks so I'm thinking of making an order. So many ineresting games games lately
fenners said:Try before you buy. I bought it, I like it, but it's definitely a little rough around the edges with a set of rules that even after being revised still don't do a good job of summing up the rules.
And the designer made some /dumb/ iconography choices with the one icon meaning different things depending on how the card is being used. Sigh. Even after reading the rules, being taught the game (wrongly) & seeing all the disputes on the BGG forum, I still /like/ the core of the game... Just not the rulebook. I'm still not 100% sure I'm playing it correctly.
Yaboosh said:I keep trying to register at that French site for 7 Wonders but for some reason it won't register me. For those who have managed it, did you have to do anything weird or did it just work?
BomberMouse said:What was everybody opinion on 51st State? My birthday is in a couple of weeks so I'm thinking of making an order. So many ineresting games games lately
BomberMouse said:Thanks, that's a little discouraging, the theme looks great though. Reading on BGG, it seems that there's a standalone expansion which fixes a lot of the game issues, so I might wait for that instead.
joeyjoejoeshabadoo said:Yeah, 51st State was my biggest disappointment of last year. The theme felt pasted on and the game just wasn't that good. I love the art and would kill for a proper post apocalyptic game but 51st State just wasn't it.
Schmattakopf said:BSG, just started playing:
1. "Activating" Vipers versus "launching" Vipers - what's the difference?
- When you launch a viper you pull it from the reserves and place it into one of the two launch spaces outside of Galactica. It's then out in space and you are done.
- You activate a viper that's already launched. When you activate a viper you can move it or attack with it.
2. When launching from the Hangar Deck, does it matter if there's a Viper in both start spaces?
- Not sure exactly what you mean. If you are asking if you can have multiple vipers in a single space area, then yes you can.
3. If there's no one to fight at the moment, what is there to do / what's the best thing to do (if you want to be helpful) apart from repairs?
- Depends really on what else is happening. Do you suspect a player is a cylon? Even if there are no enemies on the board, if the jump track is low you probably want to get as many vipers out as you can, to prepare for any future attacks.
4. Is this correct: if all resources are in the blue and a Sympathizer is revealed, they are treated as a revealed Cylon except that they can't use Super Crisis Cards or the Cylon's fleet. So they're like a gimped Cylon.
- We never use the Sympathizer anymore (because we have both expansions and either use a Cylon Leader or make sure to play with 5) so can't help with that one.
5. Do we spawn ships if there's no Basestar but the Crisis Card says to spawn minor ships?
- Nope. If you are just using the base game and there are no basestars then no new ships can be launched. Enjoy the quiet.
6. When pulling a Crisis Card that adds Basestars and etc, is it added to the current ships or does it replace the current ship setup (including civilian ships)?
- Everything is added to what's already on the board. If you don't have the plastic (or cardboard for civilian ships or basestars if playing with just the base set) then you don't add it. So for example, if you already have 2 basestars on the board and you pull one of the ambush cards and it says to place a basestar behind the Galactica and 2 Heavy Raiders in front of Galactica, you would ignore the basestar placement (because you already have every basestar on the board) and just place the Heavy Raiders (assuming you have Heavy Raiders available to place). Hope that's not confusing.
7. Can you use character abilities to modify skill checks on Super Crisis Cards?
-Unless something specifically says you can't, then you can.
I don't have the rules in front of me as I'm at work, but this is incorrect. I'm 100% sure Super Crises and their checks are immune to all character abilities.MichaelBD said:-Unless something specifically says you can't, then you can.
Since this wasn't answered I'll just chime in that this is correct. It fucking sucks for that player. Do yourself a favor and get into the expansions so you can dump the sympathizer. We just straight out remove it and our 6 players games are still really balanced.Schmattakopf said:4. Is this correct: if all resources are in the blue and a Sympathizer is revealed, they are treated as a revealed Cylon except that they can't use Super Crisis Cards or the Cylon's fleet. So they're like a gimped Cylon.
Thank you! What I meant in 2. was that there are two places for Vipers, which you describe as a launch space, and you explained that to put a Viper in a launch space, it must be "launched." So I guess my new question is if these launch spaces are full, are those the only two Vipers that can go into space at that moment in time?MichaelBD said:I'm assuming you are just using the base game, as the expansions slightly alter things you can do when activating a viper.
BSG, just started playing:
1. "Activating" Vipers versus "launching" Vipers - what's the difference?
- When you launch a viper you pull it from the reserves and place it into one of the two launch spaces outside of Galactica. It's then out in space and you are done.
- You activate a viper that's already launched. When you activate a viper you can move it or attack with it.
2. When launching from the Hangar Deck, does it matter if there's a Viper in both start spaces?
- Not sure exactly what you mean. If you are asking if you can have multiple vipers in a single space area, then yes you can.
3. If there's no one to fight at the moment, what is there to do / what's the best thing to do (if you want to be helpful) apart from repairs?
- Depends really on what else is happening. Do you suspect a player is a cylon? Even if there are no enemies on the board, if the jump track is low you probably want to get as many vipers out as you can, to prepare for any future attacks.
4. Is this correct: if all resources are in the blue and a Sympathizer is revealed, they are treated as a revealed Cylon except that they can't use Super Crisis Cards or the Cylon's fleet. So they're like a gimped Cylon.
- We never use the Sympathizer anymore (because we have both expansions and either use a Cylon Leader or make sure to play with 5) so can't help with that one.
5. Do we spawn ships if there's no Basestar but the Crisis Card says to spawn minor ships?
- Nope. If you are just using the base game and there are no basestars then no new ships can be launched. Enjoy the quiet.
6. When pulling a Crisis Card that adds Basestars and etc, is it added to the current ships or does it replace the current ship setup (including civilian ships)?
- Everything is added to what's already on the board. If you don't have the plastic (or cardboard for civilian ships or basestars if playing with just the base set) then you don't add it. So for example, if you already have 2 basestars on the board and you pull one of the ambush cards and it says to place a basestar behind the Galactica and 2 Heavy Raiders in front of Galactica, you would ignore the basestar placement (because you already have every basestar on the board) and just place the Heavy Raiders (assuming you have Heavy Raiders available to place). Hope that's not confusing.
7. Can you use character abilities to modify skill checks on Super Crisis Cards?
-Unless something specifically says you can't, then you can.
The rules do say something about this, but they don't exactly mention skill checks so our revealed Sympathizer/Cylon was using Tyrol's ability on the Super Crisis Card's skill check, reasoning being that it was the skill check and not the card itself or something. I don't know. It sounds kind of ridiculous writing it out. I'm pretty sure you're right.Neverfade said:I don't have the rules in front of me as I'm at work, but this is incorrect. I'm 100% sure Super Crises and their checks are immune to all character abilities.
Alright. We don't usually get expansions until we've played games enough to know we like them, but maybe it's necessary this time, or maybe just necessary to make some modifications.Neverfade said:Since this wasn't answered I'll just chime in that this is correct. It fucking sucks for that player. Do yourself a favor and get into the expansions so you can dump the sympathizer. We just straight out remove it and our 6 players games are still really balanced.
Revealed Cylons can't use character abilities anyways.Schmattakopf said:The rules do say something about this, but they don't exactly mention skill checks so our revealed Sympathizer/Cylon was using Tyrol's ability on the Super Crisis Card's skill check, reasoning being that it was the skill check and not the card itself or something. I don't know. It sounds kind of ridiculous writing it out. I'm pretty sure you're right.
I don't think that extra building rule is supposed to make the game faster. I think it's to help mitigate the damage done by the robber. With that many people your resources are going to pile up and you will exceed your hand limit in no time. A robber can be devastating if you don't play by the special build phase.Gryphter said:We finished off with a 5 player game of Catan. We usually omit the extra special building phase between player turns when playing 5-6 players, but decided to try it out this time hoping it would make the game go quicker (previous 5-6 player Catan runtimes got long, like 2+ hours). It sped the game up initially but the game was still just as long as normal. I think the group liked it in the end, though. We'll probably continue to try it out.
Ah, I guess we got used to it, we never played with it. We initially decided against it because we learned to play with the regular 4 player rules and thought the special building sounded silly for 5-6 player games. Still, I think it may have sped the game up by at least a hair, we'll probably play with it from now on.joeyjoejoeshabadoo said:I don't think that extra building rule is supposed to make the game faster. I think it's to help mitigate the damage done by the robber. With that many people your resources are going to pile up and you will exceed your hand limit in no time. A robber can be devastating if you don't play by the special build phase.