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  • Interaction between Zurgo, Mobilize ability and its tokens


    I’m using Zurgo, Thunder's Decree, and my question is about mobilize and the Tokens.

    The token gain any ability?

    If I have mobilized tokens from past turns, and Zurgo leaves the battlefield, do they stay or they are sacrificed?



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  • The Treehouse Podcast for October 2018

    The Treehouse Podcast for October 2018


    After a touching father-son moment, the team sing the praises of Century: Eastern Wonders, interview megagame designer Jon Gracey, and guest game guru (and local astronaut) Joe Bernard brings in the surprisingly sleek Small World.

    Links:

    The Treehouse

    Century: Eastern Wonders on BoardGameGeek

    Jon Gracey on Twitter

    Small World on BoardGameGeek





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  • Complete Five Nights Hunted Skill & Ability Tier List

    Complete Five Nights Hunted Skill & Ability Tier List


    There are two main customization features to rank and these are Roblox Five Nights Hunted skills and abilities. Skills are for survivors and enchants/abilities are for killers so I’m going to take you through them all and arrange them from best to worst. Here’s our Five Nights Hunted skill and ability/enchant tier list.

    Five Nights Hunted Ability/Enchant Tier List

    five nights hunted enchant tier list best abilities
    Image by The Escapist

    The best abilities or enchants in Five Nights Hunted are in S-Tier. That said, since the enchant/ability system is tied to a specific killer, I would look at A and B-Tiers as well depending on the killer you like to play. I wouldn’t use C and D options because they’re simply underpowered. Below you’ll find ranking reasons for each ability/enchant in detail and who they belong to.

    S-Tier Abilities/Enchants

    Ability/Enchant Ranking Reason Effect

    Springlocked (0.49%)
    Lvl 50+ Springtraps Only
    This is the best ability in Five Nights Hunted but you have to have the Springtrap skin and be Level 50 with him. It essentially saves you having to two-hit on a survivor and it’s on an incredibly low cooldown. Your attack instantly knocks down a survivor. 20 second cooldown.

    Sugar Crash (0.49%)
    Lvl 50+ Chicas Only
    This is tied for the best ability in the game with Springlocked because it’s a ranged AOE ability that can hit multiple survivors. Incredibly strong due to the slowing effect and saving you an additional hit every once in a while depending on survivor HP. Best of all it’s homing. Throw a homing projectile at a nearby survivor to damage and slow them and nearby survivors as well.

    Short Circuit (0.49%)
    Lvl 50+ Endo 01 and 02 Only
    While it’s a drastically longer cooldown than Springlocked this shuts down survivor progression instantly. It’s incredibly strong to slow the game down for survivors and the best part is that it has great range. Much better than Circuit Breaker. Reset the progress of the nearest terminal. 90 second cooldown.

    Final Stand (0.98%)
    This ability is only S-Tier with the Tier 3 version. This is the best common ability in the game and overall it’s amazing for clutching a round as a killer. You need to learn a map’s Escape doors for this to work and once you do you can sprint incredibly fast and catch any remaining survivors. When all terminals are done gain a:
    Tier 1: 10% sprint speed boost.
    Tier 2: 20% sprint speed boost.
    Tier 3: 30% sprint speed boost.

    A-Tier Abilities/Enchants

    Ability/Enchant Ranking Reason Effect

    Mangled (0.49%)
    Lvl 50+ Mangles Only
    This would be the best ability in Five Nights Hunted if players weren’t able to dodge it. Skilled players will know how to dodge but you can still farm a lot of levels on early to mid-skill players by instantly grabbing them and capturing them. Grab the nearest survivor within 50 studs. 30 second cooldown.

    Amplified Fear (0.49%)
    Lvl 50+ Bonnies Only
    This is a weaker version of Sugar Crash because it’s a melee skill around you but it’s still incredible. You just have to approach the survivors and then you can catch them without sprinting. Fire a shockwave around you that slows nearby survivors.

    Vengeance (0.49%)
    Lvl 50+ Purple Guys Only
    This is an amazing ability to down multiple survivors at the same time if they don’t heal right away or don’t escape. Just be careful if you’re going for multiple downed survivors that your first one doesn’t get up an leave. Passive that deals AOE damage around a survivor you down within 35 studs.

    B-Tier Abilities/Enchants

    Ability/Enchant Ranking Reason Effect

    Silent Steps (0.49%)
    Lvl 50+ Marionettes Only
    A decent option if you want to play Marionette that allows you to be more stealthy. Works best when combined with an unlocked camera to peak around corners. Silence your footsteps and remove survivor camera shake when you’re nearby for:
    Tier 1: 5 seconds.
    Tier 2: 9 seconds.
    Tier 3: 13 seconds.
    30 second cooldown.

    Circuit Breaker (0.49%)
    Lvl 50+ Foxies Only
    The worse version of Short Circuit above but still an okay option if you like playing with the Foxy skin. You can strike terminals and temporarily disable them.

    Brute Force (4%)
    Not a flashy ability/enchant but still a decent one if you don’t have anything better. Works the best against more experienced players who play around doors a lot. Open doors faster:
    Tier 1: 10% faster.
    Tier 2: 20% faster.
    Tier 3: 30% faster.

    Listening Mode (3%)
    Quite useful for beginner killers to find survivors more quickly. You just have to stand still to activate this. Note that both you and the survivor are notified when revealed so they’ll know you’re coming. Stand still to activate a pulse that reveals and highlights nearby survivors doing terminals:
    Tier 1: Highlight lasts 1 second.
    Tier 2: Highlight lasts 2 second.
    Tier 3: Highlight lasts 3 second.

    C-Tier Abilities/Enchants

    Ability/Enchant Ranking Reason Effect

    Marked One (0.49%)
    Lvl 50+ Freddies Only
    Very situational since experienced survivors will usually spread out. When you strike a survivor, nearby survivors are also highlighted and revealed for a short duration.

    D-Tier Abilities/Enchants

    Ability/Enchant Ranking Reason Effect

    Rescue Signal (10%)
    This is one of the worst/useless abilities/enchants in Five Nights Hunted because you can just check the survivor list and it’ll say if a survivor is captured/released. In time you’ll get good at tracking capture point locations so you’ll know where rescued survivors are. Reveals ball pit location when a survivor is rescued.
    Tier 1: Highlight lasts 1 second.
    Tier 2: Highlight lasts 2 second.
    Tier 3: Highlight lasts 3 second.

    Predators Trail (30%)
    Not the best enchant/ability since you’ll most likely see where the survivor is going anyway. Only useful in tight corridors and the maze level if you’re attacking multiple survivors but even then it’s lackluster. Striking a survivor highlights and reveals their footsteps:
    Tier 1: Highlight lasts 1 second.
    Tier 2: Highlight lasts 2 second.
    Tier 3: Highlight lasts 3 second.

    Dim Presence (50%)
    The idea behind this enchant/ability is great but the glow reduction is so minor even at Tier 3 that it isn’t really useful at all. Reduces your glow making it harder for survivors to spot you:
    Tier 1: 10% glow reduction.
    Tier 2: 20% glow reduction.
    Tier 3: 30% glow reduction..

    Five Nights Hunted Skill Tier List

    five nights haunted skill tier list best skills
    Image by The Escapist

    Second up, here are the best skills in Five Nights Hunted for survivors. Only one skill is useless and that one is in D-Tier but the rest are all useful with some being more powerful the better you are at the game. That said, you’re stuck at starting with Guiding Light and Adrenaline on start so you’ll need to grind a bit for the others. I highly recommend going left for Guiding Light and then Lone Survivor. That said, let’s analyze each skill separately and talk about its ranking reason. Note that Tiers from the same skill don’t stack, you just get the highest one.

    S-Tier FNH Skills

    Skill Ranking Reason Cost & Effects

    Lone Survivor (Top Left)
    This is the best survivor skill in Five Nights Hunted because it all comes down to finishing terminals and escaping on time. In public games you’ll always have teammates who get captured early and get eliminated or leave. Sometimes you can’t even rescue them in the later stages of the game and they get eliminated. This also works when players leave providing you with a massive boost to decoding speed. I would rush to this in the top left after Guiding Light. Tier 1 (10 Skill Points): Terminal decoding speed increases by 20% with each eliminated survivor.
    Tier 2 (15 Skill Points): Terminal decoding speed increases by 50% with each eliminated survivor.
    Tier 3 (20 Skill Points): Terminal decoding speed increases by 80% with each eliminated survivor.

    A-Tier FNH Skills

    Skill Ranking Reason Cost & Effects

    Adrenaline Boost (Middle Right)
    This is always a powerful skill for survivors to pull of clutch rescues and get away. Especially if the killer has the Rescue Signal enchant. You can drop in, rescue, and retreat to fix a terminal or save another teammate. The killer will hate you. Tier 1 (5 Skill Points): Gain a 3-second speed boost after a successful rescue.
    Tier 2 (15 Skill Points): Gain a 5-second speed boost after a successful rescue.
    Tier 3 (20 Skill Points): Gain a 7-second speed boost after a successful rescue.

    Healing Hands (Top Right)
    This is an amazing skill that will slow down the rate at which survivors drop. You just need to retreat somewhere safe to heal your teammate but the speed will be drastically increased at Tier 3 so rush to Tier 3 if you’re using this. Tier 1 (10 Skill Points): Heal teammates 10% faster.
    Tier 2 (15 Skill Points): Heal teammates 25% faster
    Tier 3 (20 Skill Points): Heal teammates 50% faster

    B-Tier FNH Skills

    Skill Ranking Reason Cost & Effects

    Guiding Light (Middle Left)
    This is an A or S-Tier skill for beginners who don’t know where terminals are on each map. Max it to Tier 2 and leave it there as a beginner since Tier 3 isn’t cost-effective so you should just save your skill points and go to Lone Survivor once you learn terminal locations on each map. Once you know the locations, this becomes a useless Skill. Tier 1 (5 Skill Points): The last 2 terminals are highlighted in blue across the map.
    Tier 2 (15 Skill Points): The last 3 terminals are highlighted in blue across the map.
    Tier 3 (20 Skill Points): Each time a terminal is finished, all other available terminals are temporarily highlighted.

    Third Eye (Bottom Left)
    This is an incredibly powerful skill but only in the late-game and for escaping. It’s not as widely useful for the entire game which is why it’s in B-Tier. Still, being able to see the killer through walls at the end is incredibly useful but I would probably still go for Lone Survivor because it’s more flexible. Tier 1 (10 Skill Points): When all terminals are finished, reveals killer for 5 seconds.
    Tier 2 (15 Skill Points): When all terminals are finished, reveals killer for 10 seconds.
    Tier 3 (20 Skill Points): When all terminals are finished, reveals killer for 15 seconds.

    D-Tier FNH Skills

    Skill Ranking Reason Cost & Effects

    Hidden Charge (Bottom Right)
    This is an ultra beginner skill that I would never go for because you’ll get good at skill checks after like 1 game and this will become useless. Tier 1 (10 Skill Points): Failing a skill check doesn’t alert the killer once. 1 Use.
    Tier 2 (15 Skill Points): Failing a skill check doesn’t alert the killer. 2 Uses.
    Tier 3 (20 Skill Points): Failing a skill check doesn’t alert the killer. 3 Uses.

    Five Nights Hunted Killer Tier List

    five nights hunted best killer
    Image by The Escapist

    Lastly, let’s rank the best Killers/Skins in Five Nights Hunted taking into account the skin group for the purpose of the ability/enchant they get. This means that I’m just considering what ability each skin group gets, not the visual/aesthetic quality of each skin. For example, for the purposes of this tier list Freddies are Bling Freddy, Soul Freddy, etc., Endoes are Endo 01 and Endo 02, Chicas is Toy Chica, Soul Chica, etc. Here are all base killers ranked according to their ability/enchant which you can read more about above to see why they’re ranked the way they are here.

    Tiers Killers & Abilities/Enchants (Check out each ability/enchant above)
    S-Tier Springtrap (Springlocked), Chica (Sugar Crash), Endos (Short Circuit)
    A-Tier Mangle (Mangled), Purple Guys (Vengeance), Bonnie (Amplified Fear)
    B-Tier Marionettes (Silent Steps), Foxies (Circuit Breaker)
    C-Tier Freddies (Marked One)

    That’s it for my complete Five Nights Hunted tier list and guide for skills, abilities, and killers. For free goodies in the game check out our Five Nights Hunted codes.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Without breaking the game, how can I fix Memoir 44’s problem with having no cards to order units in a certain section?


    I find Memoir 44 very interesting and exciting, but it seems everyone I introduce it to has the same gripe. They (and I) don’t like having a unit getting pummeled by the opposing force without being able to fight back. It doesn’t fit in with the game’s realistic/historical feel, and/or it weakens the game’s element of strategy.

    I’m not sure how to fix this issue with a rule modification without undermining some of the basic elements of the game like the luck of the draw.



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  • Blades of Fire review – brutal action RPG can’t get weird enough

    Blades of Fire review – brutal action RPG can’t get weird enough


    Verdict

    With its weapon-building systems and deliberate, targeted combat, Blades of Fire has a lot of fresh-feeling ideas. Its control scheme is strange and will force you to press each button with care. Its granular forging system makes you consider every weapon in your arsenal. But however differently it approaches them, the game only offers the same thrills as other action games of its ilk. Blades of Fire feels unique, but just can’t get weird enough.

    The creators of Blades of Fire have played a lot of videogames. Developer Mercurysteam has spent a decade-plus working on classic series like Castlevania and Metroid. As might befit that pedigree, its latest effort is a bone-deep rethinking of action RPG trends. From moment to moment, Blades of Fire plays unlike anything else. The God of War and Dark Souls influence is apparent, but the game also has subtler inspirations. The swinging positionality of The Legend of Zelda: Skyward Sword, for one, and the gonzo action and stilted earnestness of Dragon’s Dogma for another. In an era of perfunctory crafting systems, Blades of Fire’s crafting alters every swing of every sword. However, despite its relentless cleverness, it can’t help but feel mundane and overdrawn. It lacks the verve of the genre’s best because it is so focused on its influences, resulting in a game that can feel lifeless and self-conscious. Blades of Fire might be a weird original, but it’s never quite weird enough.

    On paper, Blades of Fire couldn’t be more typical. Protagonist Aran de Lira is a tough, gruff, and capable man. His family is dead. He lives alone on the edge of an oppressive kingdom, whose evil queen (also Aran’s childhood friend) turned all steel into stone, obliterating any challenge to her realm. When an old friend gives him one of the hammers that forged the world – allowing Aran to build an arsenal of steel weapons – he travels to end the queen’s reign once and for all, with the help of the puckish student Adso. For the most part, your adventure goes how you’d expect, with powerful foes to best, ancient mysteries to solve, and dank dungeons to explore.

    Blades of Fire protagonist Aran de Lira stands before a gigantic metal man, framed by two statues. In the foreground is a forge lit by flame.

    Blades of Fire’s first gimmick is its forging system. You make every weapon from relative scratch, customizing each aspect of its construction, like the form of a sword’s crossguard or the length of a spear’s staff. Enemies drop magical items that temper the steel and wood you use to construct your weapons, making them better at blocking damage, piercing armor, or enduring as many fights as possible. Each variable changes the weapon, some by a little and some by a lot. No single one is good at everything, so you’ll have to craft to suit individual encounters or specific enemies. Unlike some of its RPG inspirations, Blades of Fire has no stat-based builds. You might develop favorites, but you’ll inevitably have to use multiple weapon types to progress.

    As for combat, it features some novel ideas. While this is an action game at its heart, there are no real combos (though some attacks flow better together than others). Instead, you’ll pick the direction of your swings. Each weapon also bludgeons, pierces, or slashes foes, and these different damage types will be better (or worse) at hurting specific combatants. You can also swap between using a weapon’s blade or point. Slashes might help you better handle multiple swarming zombies, while stabbing could pierce a knight’s heavy armor. This system is the game’s biggest asset. The control scheme is unfamiliar enough that your muscle memory from other action RPGs is mostly useless. Enemy weaknesses and weak points also force you to pay attention and swap weapons, even in the heat of battle.

    A scene of battle from Blades of Fire. The player character and an enemy stand off, both blocking with their swords.

    Adso will be your constant companion throughout, though you can send him back to camp if he annoys you. He is quite helpful, even if he’s useless in combat. Instead, he takes notes, detailing strategies to best enemies. Your relationship with Adso and his role as a helper closely models Atreus in 2018’s God of War reboot, but with a key difference: they have no history together. Most of their dialogue can trigger at one of multiple points, so their relationship has to remain somewhat static, meaning their dynamic lacks tension. I’m not saying their relationship has to be hostile, and they’re more richly explored in cutscenes, but the game’s structure makes it difficult for them to have an arc together. The fact that you can send him back to camp for extended periods underlines this. The game isn’t confident enough to invest in him.

    These issues extend to Blades of Fire’s tone and setting. Generously, it feels like a Grimm fairy tale. The characters are broad legends. The lands they wander are old (and usually some variety of haunted). But it features a gentleness and a sense of humor. It bears a goofy grin, before it bares its fangs. In practice, however, it can feel like a Dreamworks cartoon with blood and guts. The effect is less the campfire chill of a good, brutal tale and more the muddled fantasy novel your friend in high school was writing. It’s enthusiastic and earnest, even charming, but is ultimately juvenile.

    A menu from Blades of Fire, showing a series of options for an

    Blades of Fire’s world is dense, even if it often feels small. Some complain about the backtracking in Metroid, but every time you return to an old area in those games, your means of traversal will have expanded. Blades of Fire is packed with secrets, and it gives you free rein to explore at your leisure, but it regularly fails to surprise.

    It’s also a very long game. I played nearly 20 hours before leaving its first map. This does give Aran’s journey a truly titanic scale, but it incorrectly assumes that its sometimes-exhilarating, often one-note combat is enough to sustain it over dozens of hours. So many of Blades of Fire’s enemies are basic reskins, even within the first few areas. Once you have an enemy’s attack patterns down, it becomes a chore to fight them time and again.

    Blades of Fire characters Aran de Lira and Adso talking in a little cottage.

    Blades of Fire is therefore best played at a leisurely pace, just like how an epic fantasy novel is best read. You should play it enough that you maintain muscle memory, but not so much as to burn yourself out on it. Still, I’m not convinced that playing it over a longer period would alleviate my frustrations. Even its title is staggeringly unevocative. Blades of Fire cannot be described cleanly as derivative, but it only approaches the same feeling I get from other games of its kind from a new angle. I want more from a game that demands so much of my time.



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  • Looking for Group — The Treehouse

    Looking for Group — The Treehouse



    Even if I did have magical telekinetic board gaming powers, I wouldn’t know how to use them. Sure, I could cheat at games, cause havoc with components, and shuffle every deck of Dominion at the same time, but I wouldn’t make any friends doing it. And without friends, board gaming isn’t much fun.

    Board games are intensely social, almost by definition. Solo games do exist, but they’re still fairly niche, and as standard, games require communication between multiple people in the same room. That isn’t true of all hobbies – some can be done solo (fitness, art) and others can be done online (video games, arguing). And while online adaptations of games and applications like Tabletopia are gaining ground, the vast majority of board gaming is still done in person.

    This is, by and large, a good thing. This isn’t about to become a society-is-dying-because-internet post, but it’s undeniably pleasant to treat board gaming as a means of bringing people together face-to-face. This is something that as a hobby it does perhaps uniquely well, and a feeling that it’s tough to replicate online. The big downside to this aspect is that it introduces a prerequisite for participation: having a group to play with.

    Maybe you just moved to a new city and you don’t know anyone. Maybe your friends are not the board-gaming type (much as I want to convert everyone I know, I’ve come to accept that some people just… don’t like games). Or perhaps the problem is even worse – you do have gaming friends, but you’re all so busy with other things that it’s impossible to get together to play. This is normally Kevin’s fault. Damn it, Kevin.

    At The Treehouse, we’ve thought about this quite a bit. People come in semi-regularly to ask if we have a way to find them some players, and over the last year we’ve tried a few different methods of helping them out.

    Before The Treehouse opened, owners Ruth & Andy hosted a monthly board games evening called Across the Board at the Showroom Cinema, for exactly this purpose. Each month would have  a theme, from “Go Team!” (cooperative games) to “Art & Design” or my personal favourite, “Crime!”.



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  • “Protec the lil’ uns!” As Helldivers 2’s CEO takes a victory lap around the latrines, players have already fallen in love with their new SEAF buddies

    “Protec the lil’ uns!” As Helldivers 2’s CEO takes a victory lap around the latrines, players have already fallen in love with their new SEAF buddies


    Helldivers 2‘s Galactic War arrived on Super Earth earlier today, with the Heart of Democracy update deploying the divers on their first missions to defend the mega cities of their home planet. So far, it’s all going down well with players, especially one new feature – the AI SEAF squads.

    To be fair, you can see why. With the latest major order requiring folks to casually kill 2.5 billion Illuminate as they work to activate the cannons they’ll need to see off the squids’ invasion of the planet, every helping hand on Super Earth’s side is a welcome addition.

    Before we get into all the SEAF love, Arrowhead CEO Shams Jorjani has made it clear this was the thing he was talking about when he teased something was coming to the game that would lead players to defecate in their drawers. Sticking his head above the pulpit in Helldivers 2’s Discord server not long after the update went live, the exec simply asked: “What’s the pant situation soldiers????”

    “Evaporated” was one of the first responses he got.

    Shams Jorjani asking what the Helldivers 2 community's pant situation is like.
    Image credit: VG247

    Naturally, it’s the new biomes and big war twist that’ve done a lot of that evaportating, but if you take a look at the game’s subreddit right, you’ll find the AI SEAF squads folks can run into as they run ops on Super Earth getting a load of love.

    Basically, they’re members of the Super Earth Armed forces you can find running around the streets and enlist to help you take on the Illuminate of you chuck out the right emotes. Naturally, if you drop a salute, they’ll salute back, and they can even be persuaded to follow you around. Depending on who you ask, they’re either surprisingly effective in combat – below is a clip on one helping someone take down an Illuminate Fleshmob – or just cannon fodder.

    Players like them so much that there are already calls for Arrowhead to give us the ability to arm the SEAFers with support weapons, become bunker door opening buddies with them, and drop a Warbond that lets folks dress in their trademark blue armour.

    As one player with the handle Excelsus328 put it: “I don’t care if they showed the SEAF dying to friendly fire in the trailer, anyone who shoots these soldiers gets the kick”. “Oh god, now I want an emote to sing [the] Super Earth anthem and have them sing it with us like in Earth Defense Force,” added another going by Deathzeis.

    Has Helldivers 2’s Heart of Democracy update filled your breeches with something super stinky yet, or are you waiting on tenterhooks to dive in later? Let us know below!





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  • Should the core Battlestar Galactica game adopt the revised Cylon Resurrection Ship?


    In Battlestar Galactica, revealed Cylon players can use the Resurrection Ship location to pass their unrevealed loyalty cards to another player at the table. This can be necessary when one player has drawn multiple “You Are A Cylon” cards or can be used to sow confusion by giving “You Are Not A Cylon” cards away.

    In the Pegasus expansion, the Resurrection Ship location no longer passes loyalty cards. Instead, when a Cylon player reveals himself, he always passes his unrevealed cards to another player as part of the reveal process.

    It’s not clear which situation happened during Pegasus development:

    1. The passing was made part of the reveal process in order to address an imbalance, and the Resurrection Ship location was changed in response to this
    2. The Resurrection Ship location was changed for other reasons, and the passing was moved to the reveal process in response to this.

    Having just played a game where I happened to be dealt both “You Are A Cylon” cards, I’m starting to think that the base game should use the Pegasus card-passing rules.

    The process of revealing is purposely built so that the Cylon player doesn’t get to do any “Cylon actions” until the round after he reveals – for one thing, this prevents a player from revealing and immediately playing his Super Crisis card.

    A Cylon dealt both Cylon cards, however, ends up having to wait 2 full rounds to get all the stuff he needs to do done:

    1. He needs to pass the other Cylon card
    2. He needs to play his Super Crisis

    Now, he won’t always NEED to play the Super Crisis, but in most cases that will probably be true, particularly since there has been only one Cylon player sabotaging things to this point. Whichever order the Cylon chooses, it’s not great for him. If he passes loyalty cards first, it probably looks pretty suspicious that he didn’t play the Super Crisis, but prioritized card-passing more. The humans are likely to assume the card recipient is now also a Cylon. On the other hand, if he plays the Super Crisis first, there is one more human available to help against it for a round until the card is finally passed.

    This two-turn latency to get all his ducks in a row seems like a harsh penalty, especially on top of the minor penalty that he’s been the sole Cylon to this point. Automatically passing as part of the reveal gets things back to the more “normal” setup – 2 Cylons, and a 1 turn delay before Super Crisis can be played. It also makes the passing of the loyalty cards something that is not inherently suspicious, since it always happens.

    If this had come about in Pegasus through just a rule change listed in the instructions, it would be a no-brainer to apply it to the core game. But since it involves changes to the board that are affected by other Pegasus-specific stuff, it’s not clear how applicable this should be.

    Since I haven’t played Pegasus, it made me wonder: is there a reason why it would be bad to apply this rule change to the core game?



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  • The Treehouse Podcast for November 2018

    The Treehouse Podcast for November 2018


    After a tour through victory, the team discuss strategy and lasers in Khet, recall their experiences with escape rooms, and guests Ruth and Andy Haigh bring us deep underground in Sub Terra.

    Links:

    The Treehouse

    Khet on BoardGameGeek

    The Great Escape Game

    Sub Terra on BoardGameGeek



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  • Volleyball Legends Style Tier List [TIMESKIP OIGAWA]

    Volleyball Legends Style Tier List [TIMESKIP OIGAWA]


    The styles in Volleyball Legends match very closely to the play styles of characters from Haikyu. And just like in the fictional world, teamwork makes the dream work. However, with some styles in Volleyball Legends, you can consistently claim the MVP title. Find out which styles are the best to carry your team to victory with our Volleyball Legends style tier list below.

    Volleyball Legends Style Tier List

    The above tier list ranks all Volleyball Legends styles from best to worst, depending on their overall strength. However, we did give more priority to styles that are good at spiking and blocking. As most styles in Volleyball Legends are suited only for a specific playstyle, check out the best styles for each position right below.

    Best Styles for Blocking, Serving, Setting, Receiving, and Spiking

    Playing scrims and teaming up with your friends in Volleyball Legends is a lot more fun if you have a style that synergizes with the rest of your team. So, here is a smaller tier list of the best styles for each of the most popular positions in Volleyball Legends:

    Volleyball Legends Style List

    Below is a list of all Volleyball Legends styles and their stats based on their rarity tier. Also, we decided to convert their stats into numerical values and bold their strengths so as to highlight them. For a detailed list of abilities that match up well with some of the styles listed below, check out our Volleyball Legends abilities tier list.

    Secret Styles – 0.1% Drop Rate

    Secret styles in Volleyball Legends have special abilities unique to them. Because of that, Sanu and Timeskip Hinoto are definitely the best styles at the moment. Sanu has the additional tilt stat, which makes his spikes and blocks way trickier to counter. After charging up the Secret Special meter with Timeskip Hinoto, you can do super spikes that are extremely hard to block.

    Godly Styles – 0.49% Drop Rate

    Godly styles, even though not as powerful as the Secret ones, give you enough stats to dominate the opponents if you know what you are doing. Every Legendary style has a role for which they are suited the most. Butoku is excellent for spiking and blocking, Kageyomo is the ideal setter, and Oigawa is great at everything except for spiking.

    Style Attributes
    Butoku style from Haikyuu Legends Roblox experience Block: 10
    Bump: 5
    Dive: 4
    Jump: 10
    Serve: 9
    Set: 3
    Speed: 3
    Spike: 10
    Hirakumi style from the Volleyball Legends Roblox experience Block: 10
    Bump: 4
    Dive: 4
    Jump: 10
    Serve: 9
    Set: 5
    Speed: 2
    Spike: 5
    Kageyomo style from Haikyuu Legends Roblox experience Block: 9
    Bump: 4
    Dive: 8
    Jump: 9
    Serve: 9
    Set: 10
    Speed: 7
    Spike: 4
    Oigawa style from the Volleyball Legends Roblox experience Block: 9
    Bump: 4
    Dive: 5
    Jump: 10
    Serve: 10
    Set: 9
    Speed: 5
    Spike: 4

    Legendary Styles – 2% Drop Rate

    Legendary styles are relatively easy to get with a few lucky spins. However, only a few of them can compare to the Godly styles, and those are Uchishima and Kuzee. Both are great at playing on the net, but they also have enough stats to excel in other roles. Other Legendary styles are just decent in comparison.

    Rare Styles – 35% Drop Rate

    You will reroll a lot of Rare styles when you spin in Volleyball Legends. Most of them are only viable in casual lobbies. However, there is one exception: the Nichinoya style, which is the best style for liberos, the defensive anchors of every team.

    Style Attributes
    Iwaezeni style from Haikyuu Legends Roblox experience Block: 5
    Bump: 3
    Dive: 4
    Jump: 7
    Serve: 5
    Set: 5
    Speed: 5
    Spike: 7
    Ojiri style from Haikyuu Legends Roblox experience Block: 5
    Bump: 7
    Dive: 4
    Jump: 7
    Serve: 6
    Set: 4
    Speed: 5
    Spike: 4
    Nichinoya Block: 5
    Bump: 10
    Dive: 10
    Jump: 5
    Serve: 1
    Set: 3
    Speed: 7
    Spike: 3
    Tsuzichiwa style from Haikyuu Legends Roblox experience Block: 8
    Bump: 2
    Dive: 4
    Jump: 10
    Serve: 5
    Set: 7
    Speed: 3
    Spike: 5

    Common Styles 62.5% Drop Rate

    You will use a Common style in Volleyball Legends only if you’ve been rerolling and you ran out of Yen. All of the Common styles are practically useless, especially in ranked lobbies, so if you are about to run out of spins, stop on a Rare style and don’t risk it.

    How to Reroll Styles in Volleyball Legends

    To change your style in Volleyball Legends, open up the Styles menu and then use either Normal or Lucky Spins. Keep in mind that when you use a spin, you will reroll your current style, so don’t reroll over Legendary or better styles. There are two additional storage slots you can buy. They cost Robux, but I recommend getting at least one so that you can safely spin for new Styles.

    And that concludes our Volleyball Legends Style Tier List. If you want to claim some free Lucky Spins and get yourself one of the best styles right away, then check out our Volleyball Legends codes. Also, get on the road to becoming an ace by reading our guide on how to spike in Volleyball Legends as well.


    FAQs

    What are the overall best Styles in Volleyball Legends?

    Currently, the best Styles are Sanu, Timeskip Kageyomo, Timeskip Hinoto, and Butoku.

    How do you get more Lucky Spins in Volleyball Legends?

    You can get more Lucky Spins by redeeming codes or by purchasing them using Robux.

    Is the new Timeskip Kageyomo style good?

    Timeskip Kageyomo is one of the best styles overall and the best style for setters by far.


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