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  • In Seven Wonders, can I build multiple Halicarnassus B stages in the same age, and thus play multiple discarded cards in the end of the same age?


    This came up last game I played. I purposely built Halicarnassus stages 2 and 3 both in age 3 with the expectation that I would be able to then play two cards from the discard at the end of age 3. Is that allowed?

    Here’s the rulebook entry for Halicarnassus side b – doesn’t seem to restrict using two stage powers the same age?

    The Mausoleum of Halicarnassus

    • the first stage is worth 2 victory points and the player can look at
      all of the cards discarded since the beginning of the game and build
      one for free.
    • the second stage is worth 1 victory point and the player can look at
      all of the cards discarded since the beginning of the game and build
      one for free.
    • when they build the third stage, the player can look at all of the cards
      discarded since the beginning of the game and build one for free.
      Clarification : this special action is taken at the end of the turn in which the
      stage is built. If players discard cards on that turn (for example, during the
      6th turn of an age), the player can also choose from among those cards.



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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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  • 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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  • 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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  • Continue Research! — The Treehouse

    Continue Research! — The Treehouse



    Except when it isn’t. Because Reddit as a whole incorporates some less-than-inclusive viewpoints, it’s generally rare that I like what I see on the site. /r/boardgames suffers less from this than other areas, since board gaming isn’t the most politically charged subject, but it’s still an unfortunate feature of the website. On top of that, while Reddit’s news is comprehensive, it’s also ephemeral – it doesn’t serve as a really source of information much older than a couple of days. The threads are all archived, of course, but Reddit doesn’t make it easy to find them.

    Review Sites

    There are a ton of different board game review websites out there, so I thought I’d call out a few of the most popular and my personal favourites. The best reviewers in board gaming tend to follow the same rules as in other media – they clearly state their own view with the benefits of experience and authority, transparently admit their own blind spots (because everyone has them), and above all entertain their audiences.

    Shut Up & Sit Down are the kings, no question. Their videos are sheer delights of whimsy, mixed in with loveable personalities, maddeningly dumb running gags, and startling good insights into board gaming. Not everyone agrees with their reviews (they more often appeal to the newer gamer than the hardcore, particularly in their choice of game) but nobody can deny that the craft they put into their work is without equal.

    The Dice Tower, on the other hand, are certainly the reviewers closest to global recognition in gaming. Since 2005 Tom Vasel and co. have been a respected voice in the community, with their seals of approval and excellence gracing the cover of many modern games. In fact, publishers Arcane Wonders have released a line of games partnered with The Dice Tower called Dice Tower Essentials, games considered necessary for any collection. Their ideas are generally well-reasoned, and the sheer quantity of content they have produced makes for an enticing catalogue.

    No Pun Included follow more in the vein of Shut Up & Sit Down, with witty and likeable hosts at the fore of reviews and sketches. They’re also very willing to play with the form, meaning you never quite know what you’re going to get from an NPI review.

    Meeple Like Us do primarily written reviews, of mostly older games, but have a special focus on accessibility. Every week, as well as a typical review, they publish an “accessibility teardown”, detailing the various ways in which the game helps or hinders players with disabilities such as vision impairment, communication barriers, cognitive difficulties, and so on. The teardowns are remarkably detailed, and make for fascinating reading. When thinking of board gaming as a cohesive community, Meeple Like Us ought to be a pillar – or at least get more recognition than they currently do.

    This list could keep going, of course. There are no shortage of great content creators out there, as well as organisations and services dedicated to teaching people about gaming. But if I did this article would be a million words long. There’s a whole world out there to explore, but hopefully this gives you a place to start. And as always, the friendly staff of The Treehouse are always around to answer your questions. After all, it’s just our job!

    by Patrick Lickman



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  • The Treehouse Podcast for December 2018

    The Treehouse Podcast for December 2018


    After a PR disaster, the team fall in love with KeyForge, give some tips on the best family games for Christmas, and gamble their docks away in Port Royal.

    The Treehouse

    KeyForge on BoardGameGeek

    Port Royal on BoardGameGeek



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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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