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  • The Treehouse Podcast for January 2019

    The Treehouse Podcast for January 2019


    After a mixup with head office, the team get cozy with Ex Libris, get frugal with a cheap-to-free board game collection, and get positively warlike with 7 Wonders.

    The Treehouse

    Ex Libris on BoardGameGeek

    Secret Hitler

    Wibbell on BoardGameGeek

    Monikers

    7 Wonders on BoardGameGeek



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  • The Treehouse Podcast for February 2019

    The Treehouse Podcast for February 2019


    After a trip through time, the team carefully balance their views of Tokyo Highway, fail to solve the problem of hype, and discuss the perfectly imperfect Dominion.

    The Treehouse

    Tokyo Highway

    Stonehenge and the Sun

    Gen7

    KeyForge

    Dominion



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  • The Treehouse Podcast for March 2019

    The Treehouse Podcast for March 2019


    After a perfect storm of randomness, the team enthuse about Dice Forge, set hypotheticals for two-player games, and become one another’s Muse.

    The Treehouse

    Dice Forge on BoardGameGeek

    Timeline on BoardGameGeek

    Go on Wikipedia

    Onitama on BoardGameGeek

    Twilight Struggle on BoardGameGeek

    Muse on BoardGameGeek



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  • How do I handle a late player for Battlestar Galactica?


    I have a player that may be later for a start of a game. How can I incorporate them into a session of BSG?

    I see two simple ways of doing this:

    1. Create the character at setup time and "zombiefy" them until the player arrives. They exist, but don’t interact at all.
    2. Draw up the character when the player gets there.

    I think these both amount to the same thing (kind of like adding a character mid-season to the series). But does it cause any difficulties for game play?



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  • The Treehouse Podcast for April 2019

    The Treehouse Podcast for April 2019


    After a trip to King’s Crossing, the team brew up a potion of excitement for Quacks of Quedlinburg, relate their favourite moments in narrative gaming, and then get as evangelical as they ever have about a game that isn’t even in the game library.

    The Treehouse

    Quacks of Quedlinburg on BoardGameGeek

    Nemesis on BoardGameGeek

    T.I.M.E. Stories on BoardGameGeek

    Gloomhaven on BoardGameGeek



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  • The Treehouse Podcast for March 2020 — The Treehouse

    The Treehouse Podcast for March 2020 — The Treehouse


    The Treehouse Podcast returns with a Shutdown Special, full of ideas for how to keep on gaming during a quarantine.

    After an update on the general state of play at The Treehouse during the Coronavirus lockdown, we discuss ways to play games online with people in other places, and shine the spotlight on Jackbox games as a way to have a virtual party, before wrapping up with some announcements on what’s coming up over the next few weeks.

    If you enjoyed this episode and would like to help support The Treehouse while we’re closed, you can make a small contribution here.

    Links from the episode:

    Tabletopia

    Tabletop Simulator on Steam

    Jackbox Party Pack



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  • Dead Defense Tier List [UPD 2.1] – Best Towers for Nightmare, Trade Values, and More

    Dead Defense Tier List [UPD 2.1] – Best Towers for Nightmare, Trade Values, and More


    If you have the best towers in Dead Defense, then even the most challenging game modes, like the Nightmare stages, become trivial to complete. Now, testing out all the towers and each of their variants can be time-consuming. So, we did the testing for you and prepared the following Dead Defense tier list to help you summon and use only the best towers in the game.

    Dead Defense Tier List

    In the tier list above, we ranked all towers in Dead Defense from best to worst, based on their:

    • DPS (Damage/CD)
    • Range
    • Placement and upgrade costs
    • Money generation for the Farm units
    • Ability to complete the Nightmare stages with minimal support

    In general, rare towers are more powerful, but that isn’t always the case. For example, Rifleman is one of the best DPS towers in Dead Defense. At the same time, the Minigunner, which is super expensive to place, is really mid. Also, Gold and Jade variants of some weaker towers can easily out-DPS towers like Gladiator and Vampire. You can find out more about Gold and Jade tower variations further in the guide.

    List of Dead Defense Towers

    Below is a list of all towers in Dead Defense, sorted by their rank on our tier list. Also, to give you some context for their ranking, we included some pros and cons for each tower, as well as their current value in trade. At the bottom of the list, you can find all upcoming towers in Dead Defense, along with their potential abilities.

    S-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Gladiator tower from the Dead Defense Roblox experience + Easily solos in Nightmare modes
    + Amazing DPS
    + Decent range
    + Meta DPS tower for all game modes
    + Slightly stronger version of the Vampire
    $750 Regular: 3,500
    Gold: 5,500
    Vampire tower from the Dead Defense Roblox experience + Meta DPS tower
    + Excellent single-target DPS
    + Very good range
    Expensive to place and upgrade
    $1,000 Regular: 450
    Jade: 7,750
    Arsonist tower from the Dead Defense Roblox experience + Very good range and DPS
    + Amazing for solo Nightmare runs
    + AoE attacks
    + Cheap to place and upgrade
    Not that great single-target damage
    $350 Regular: 225
    Jade: 2,500
    Cowboy tower from the Dead Defense Roblox experience + Best Farm tower
    + Overall, a better version of the High Roller
    + Excellent range
    + Cheap to place and upgrade
    $300 Regular: 10,500

    A-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Rifleman tower from the Dead Defense Roblox experience + Amazing range and damage
    + Excellent single-target DPS
    + Very strong for an Epic tower
    Low attack speed
    Expensive to place
    Not that good against hordes
    $1,000 Regular: 2,250
    Boss tower from the Dead Defense Roblox experience + Good damage and attack speed
    + Excellent range
    + Very good early-game tower
    Not that great to be your main DPS tower
    Weaker version of the Vampire
    $500 Regular: 2,250
    Necromancer tower from the Dead Defense Roblox experience + Excellent range
    + Good DPS
    + Good for Nightmare runs
    A worse version of the Arsonist
    $400 Regular: 80
    Gold: 350
    Shotgunner tower from the Dead Defense Roblox experience + Best starter tower
    + AoE attacks
    + Golden variation can solo Nightmare modes
    Not that great single-target DPS
    $300 Regular: 50
    Gold: 225

    B-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Minigunner tower from the Dead Defense Roblox experience + Decent DPS and range
    + Generates money when hitting enemies
    Very expensive to place and upgrade
    Actually very mid for a Legendary tower
    $1,500 Regular: 175
    High Roller tower from the Dead Defense Roblox experience + Very good Farm tower
    + Generates money every few seconds
    To get the most money out of it, you can’t skip waves
    Limited placement
    $250 Regular: 110
    Brute tower from the Dead Defense Roblox experience + Decent starter DPS tower
    + Ok range
    Borderline useless in Nightmare modes
    Really falls off against stronger enemies
    $350 Regular: 10
    Gold: 125
    Priest tower from the Dead Defense Roblox experience + Decent DPS and range
    + Relatively cheap
    Falls off later on
    $450 Regular: 10
    Jade: 275

    C-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Survivalist tower from the Dead Defense Roblox experience + Good cheap DPS tower
    + Excellent range
    Falls off against stronger enemies
    $250 Regular: 1
    Jade: 125
    Miner tower from the Dead Defense Roblox experience + Decent damage
    Short range
    One of the worst DPS towers
    Expensive
    $750 Regular: 15
    Gunslinger tower from the Dead Defense Roblox experience + Decent, but only in the beginning
    + Cheap to place
    Short range and low DPS
    $150 Regular: 1

    Upcoming Towers

    Tower Possible Effects Cost
    Conductor tower from the Dead Defense Roblox experience Spawns trains with a high amount of HP that also shoot on their own
    • Applies buffs to nearby towers
    $1,000?
    Musician tower from the Dead Defense Roblox experience Buffs the damage, range, and attack speed of nearby towers $750?
    Packmaster tower from the Dead Defense Roblox experience • Summons wolves with a decent amount of HP $450?

    Gold and Jade Tower Variations in Dead Defense

    Certain towers in Dead Defense have Gold or Jade variations, which are just their upgraded versions. Their placement and upgrade costs are the same as those of the regular ones. So, it is always better to bring a Gold or a Jade tower instead of the default one. Here are the bonuses that variations provide your towers with:

    • Gold: 35% increased damage, 25% increased range
    • Jade: 50% increased damage

    How to Get Towers in Dead Defense

    There are multiple ways to get new towers in Dead Defense, but the main one is by summoning them using Bonds. Each pull costs 50 Bonds, and a ten-pull costs 500. You can also get new towers through events, Battlepass rewards, special chests, and via trade.

    That concludes our Dead Defense tier list. Now, you know which towers are the best to bring into the next stage with you. If you want to claim some free Bonds and start summoning new towers right away, then check out our Dead Defense codes.


    Dead Defense Tier List FAQs

    What are the best towers in Dead Defense?

    Currently, the best towers in Dead Defense are Gladiator, Vampire, Arsonist, and Cowboy.

    Which towers are good for solo Nightmare mode runs?

    Towers that can solo Nightmare runs are Jade Arsonist, Gold Gladiator, Jade Vampire, Gold Shotgunner, and Gold Necromancer.

    How do you get Gold and Jade towers?

    You can get Gold towers from the Gold chests, which you receive as a reward from the Battlepass. Jade towers can very rarely appear when you summon towers using Bonds.


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  • Does Wounded Waters Bleeding’s Serene Waters trigger multiple times in one power for Dahan movement?

    Does Wounded Waters Bleeding’s Serene Waters trigger multiple times in one power for Dahan movement?


    I was playing Wounded Waters Bleeding for the first time yesterday, and noticed an odd wording discrepancy in the Serene Waters Healing Card (included below). I couldn’t find anything directly addressing it in the FAQ. If I push Dahan into multiple different lands with one Power (assuming they’re all my lands), do I get to downgrade multiple Invaders or just one? (The "one of your lands" phrasing in the Dahan pushing sentence that isn’t in the Invaders pushing sentence is tripping me up.)

    Specific example: assume for this example all lands have at least one of my presence. With one Power (i.e. Swirl and Spill), I push 2 Dahan and 2 Towns from one of my lands, each into different lands. Do I get:

    1. 4 downgrades (the 2 towns and 2 Invaders in the Dahans’ new lands) – pretty sure not this one
    2. 3 downgrades (1 town and 2 Invaders in the Dahans’ new lands)
    3. 2 downgrades (1 town and 1 Invader in one of the Dahans’ new lands)

    Thoughts?

    Serene Waters Healing Card



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  • great party games for small groups — The Treehouse

    great party games for small groups — The Treehouse



    The game begins with players receiving their secret role card, determining whether they’re on team villager, trying to track down a possible werewolf in their midst before it’s too late, or team werewolf, trying to lie low and avoid detection. Certain village team roles come with special powers, giving players nuggets of information to help put them on the scent, while others act as instruments of chaos adding extra layers of intrigue.

    Cue the night time phase: all players place their character cards face down in front of them and close their eyes. The various roles then trigger one at a time, letting the relevant players peak at other cards around the table, swap roles around, or perhaps lock eyes with a fellow werewolf. The game comes with a handy app to talk you through the steps, complete with (optional) spooky disco soundtrack. Then daybreak arrives, giving players a matter of minutes to exchange information, hurl accusations, and finally… decide who to lynch! If the majority vote for a werewolf, it’s victory for the villagers, but if not, the werewolves win the day.

    This game needs 5+ players to shine, and the range of roles in the box leaves you with plenty of options for switching things up.

    Codenames

    If you haven’t yet played this absolute blockbuster of a modern classic, consider your party plans sorted! There are no hidden roles here, just plenty of tension and occasional opportunities for feeling like a genius… or the opposite.

    The game set-up is a five by five grid of word cards in the centre of the table, selected randomly from a sizeable stack. Players form two teams, red and blue, then each team selects a ‘spymaster’ who will be their clue-giver for the rest of the game. The two spymasters sit where they can both see a card which allocates each word in the central grid to either the red team, the blue team, a decoy beige category… or one final option which I’ll come back to.

    Spymasters take turns to provide a clue to their teams in a specific format: a single word that relates to one or more of the words of their colour in the grid, plus a number which indicates how many words the clue links to. Coming up with the clues is fiendishly tricky, but once that’s done, spymasters simply sit back and maintain a poker face as their team members decide how to interpret their new information, and make a guess at which word(s) in the grid the clue relates to. Each word guessed correctly is covered by a card of the team’s colour, bringing them one step closer to victory. Incorrect guesses either end the turn (beige words), give points to the other team (words of the opposing colour) or, possibly… LOSE THE ENTIRE GAME, in the case of the one black word on the grid: the DEADLY ASSASSIN.

    With so much at stake, there’s no shortage of tension here, and few moments in gaming are as satisfying as thinking up or cracking a particularly great clue… or as nerve-wracking as watching your team confidently take hold of the wrong end of the stick. This game works well with four players and brilliantly with six, and if you can’t get together in person there’s an awesome free online version here.

    If you’ve mastered Codenames and aren’t put off by the idea of getting your head around a few more rules, we’d strongly recommend Decerypto – check out the review here to find out why.



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  • What is generally the balance between Pokemon, Trainer, and Energy Cards in the Pokemon TCG for a beginner?


    I was really into pokemon cards when I was little, not so much playing the game (Mostly because I didn’t know how) but collecting them. But that was years ago. I’ve recently decided to whip them out again and am trying to create a 60 card playing deck. I have more than enough, but I can’t figure out how to properly make it. I actually have already created one, however, I got it completely wrong. As in, 15 Pokemon, 10 Trainer, and 35 Energy cards type wrong. I understand this isn’t how a deck should be made, however, there doesn’t seem to be anything on how to balance the card types out correctly.

    What should the ‘ratio’ be? (For lack of better words).



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