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1
Game State:   https://docs.google.com/spreadsheets/d/1NKnGDtT0wPk-1uyO4t15qw51ReZ2jMZQX9nO47UheTs/edit?usp=sharing                  
Rules:    http://wizkidsgames.com/wp-content/uploads/mage/MK_rulebook_ENG_searchable-mar2012.pdf                  
Walkthrough/Intro-Rules: http://wizkidsgames.com/wp-content/uploads/mage/MK_walkthrough_ENG_searchable-mar2012.pdf                     
                     
Mana Dice: 1=Gold / 2=White / 3=Red / 4=Green / 5=Blue / 6=Black                     
                     
Fame:   Arythea: 45 /Goldyx: 33 /Norowas: 35 /Tovak: 59                  
Influence   Arythea: -1 /Goldyx: X /Norowas: 1 /Tovak: 2                  
                     
Advanced Actions:                     
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.                     
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.                     
Blood Ritual Take a Wound. Gain a red crystal to your Inventory and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic). You may pay one mana of a basic color to gain a crystal of that color to your Inventory.                     
                     
Spells:                     
Tremor / Earthquake Target enemy gets Armor -3, or all enemies get Armor -2. Armor cannot be reduced below 1. /// Target enemy gets Armor -3 (Armor -6 if it is fortified), or all enemies get Armor -2 (Armor -4 if they are fortified). Armor cannot be reduced below 1.                     
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.                     
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.                     
                     
Units:                     
empty                     
empty                     
empty                     
Altem Guardians Cost 11 / Level 4 / Armour 7 / Recruitable in City / Attack 5 /// Block 8. Counts twice against an attack with Swiftness./// All units you control gain all resistances this turn.                     
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2/// Move 2                     
empty                     
                     
Monastery Advanced Actions:                     
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4                     
empty                     
empty                     
                     
Common Skill Offer:                     
   Motivation:   Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.               
   Freezing Powers:   Once a turn: Siege Attack 1, or Ice Siege Attack 1               
   Night Sharpshooting:   Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)               
   Motivation:   Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.               
   Dark Fire Magic:   Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.               
   Glittering Fortune:   Once a turn, during interaction: Get Influence 1 for each different color crystal in your Inventory. This Influence cannot be used outside of interaction.               
   Day Sharpshooting:   Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)               
   I Feel No Pain:   Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.               
   Burning Power:   Once a turn: Siege Attack 1, or Fire Siege Attack 1               
   Inspiration:   Once a Round, except in combat: Flip this to Ready or Heal a Unit               
   Motivation:   Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a white mana token. You cannot use another motivation skill until the end of your next turn.               
                     
Mana Source:                     
Gold / Black / Green / Black / Blue (Cursed) / Gold                     
                     
Map:                     
               
                     
Tovak (ghostofmars):                     
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/3/19 / Tactics: 1: From The Dusk                      
Crystals:   Green   Green   Red   Blue   White      
Skills:   Who Needs Magic?:   Once a turn: One card played sideways gives you +2 instead of +1. If you use no die from the source this turn, it gives +3 instead.               
   Cold Swordsmanship:   Once a turn: Attack 2, or Ice attack 2               
   Leadership:   Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.               
Units (4/4):   Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2                  
   Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4/// Ice Block 4                  
   Ice Golems Cost 8 / Level 3 / Armour 4 (Physical and Ice Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ice Attack 6                  
   Altem Mages Cost 12 / Level 4 / Armour 5 (Fire and Ice Resistance) / Recruitable in City / Gain 2 mana tokens of any colors /// Cold Fire attack or Cold Fire Block 5. You can pay a blue or red mana to increase this to 7, or pay both to increase this to 9./// Pay a black mana: Choose one: All attacks you play this combat become Cold Fire Attacks, or all your attacks become Siege Attacks in addition to any elements they have.                  
                     
Goldyx (EgorK):                     
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/6/8 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.                     
Crystals:   Red   Blue               
Skills:   White Crystal Craft:   Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token               
   Red Crystal Craft:   Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.               
Units (2/3):   Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4/// Block 3                  
   Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2                  
                     
                     
Norowas (pops):                     
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/18 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.                     
Crystals:   Red   Red   White   White   Blue   Blue   Green
Skills:   Forward March:   Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3               
   Prayer of Weather:   Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.               
   Mana Exploit:   Once a Round: Choose a color other than gold and gain a mana token of that color. Put this Skill token in the center and mark it with a second token of that color. Until the start of your next turn, other players get wound when they use mana of any other color on their turn, limit 1 Wound per color for each player. (if they use gold, count it as the color it is used for.) Then take this token back and flip it.               
Units (3/3):   Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 ///Fire Block 4///Ice Block 4                  
   Illusionists Cost 7 / Level 2 / Armour 2 (Physical Resistance) / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat./// Gain a white crystal to your Inventory.                  
                     
                     
Arythea (Davio):                     
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/6/17 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.                     
Crystals:      Red   Red            
Skills:   Invocation:   Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.               
   Hot Swordsmanship:   Once a turn: Attack 2, or Fire Attack 2               
   Power of Pain:   Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.               
Units (2/3):   (Wounded)Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2                   
      Banner of Fear Assign this to a unit you control. During the block phase of combat, you may spend this unit to cancel one attack. If you do, fame +1. /// Up to 3 enemies do not attack this combat.                  
   (Wounded)Foresters Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3                  
                     
                     

2
Links Condensed:
Game 2 Spreadsheet
Rules


Heroes Sheet
Villain Spreadsheet
Environment Spreadsheet

Sentinels of the Multiverse
Quote from: BoardGameGeek
A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!

Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments.

Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which "play themselves", requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.


This is the second Sentinels of the Multiverse game we'll be playing here at fds.  First Game Here

Rules

So, as a card-based game where each player has their own deck/hand...things can get moderator-heavy.  In particular, the trickiest item is always drawing cards on your turn.  Well, I've made some spreadsheets for each hero from the base game.  (also 2 villains and 1 environment so far, but I can get the rest done fairly quickly)  On that spreadsheet is a list of the cards in your deck, numbered with a die roll at the top.  When you need to draw a card, you roll a die here and draw the indicated card.  You'll have to reroll duplicates.  But then when I update your hand/discard/play area, the deck will automatically recompute the die to roll and adjust the cards accordingly.  So, hopefully it will be simple and quick to roll for your cards.

Heroes Sheet

I'll use the same randomization process for the villain/environment.
Villain Spreadsheet
Environment Spreadsheet

Because of that, it would be possible for me to play, if we need players to pad it out.  But I'm guessing it won't actually be an issue.

Note: I have a bit more than the base-game info, but not much.  If anyone wants to play with expansions, and can find the data somewhere (spreadsheet or otherwise), I'll be happy to make sheets for it.
Second Note: the data I had was pre-errata...I've tried to incorporate all the "enhanced edition" errata, let me know if you notice anything I missed.

Sign-Ups
1. ADK (The Wraith)
2. DSell (Ra)
3. popsofctown (Visionary)
4. ghostofmars (Bunker)
5. Kuildeous (Tempest)

Let me know if you want to randomize heroes/villain/environment or choose your own.  Also what level you want to play at. (i.e. Advanced or not?  Do you want to randomize but exclude certain options? etc)

3
Links Condensed:
Game 1
Rules

Player Order:
1. ADK (Argent Adept)
2. theorel (Tempest)
3. XP (Fanatic)
4. DSell (Mister Fixer)

Heroes Sheet
Villain Spreadsheet
Environment Spreadsheet

Sentinels of the Multiverse
Quote from: BoardGameGeek
A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!

Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments.

Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which "play themselves", requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.


So, this game has been mentioned a couple times around here...some suggestions of having a PbF of the game have come up, and no one else has run it, so here it is.

Rules

So, as a card-based game where each player has their own deck/hand...things can get moderator-heavy.  In particular, the trickiest item is always drawing cards on your turn.  Well, I've made some spreadsheets for each hero from the base game.  (also 2 villains and 1 environment so far, but I can get the rest done fairly quickly)  On that spreadsheet is a list of the cards in your deck, numbered with a die roll at the top.  When you need to draw a card, you roll a die here and draw the indicated card.  You'll have to reroll duplicates.  But then when I update your hand/discard/play area, the deck will automatically recompute the die to roll and adjust the cards accordingly.  So, hopefully it will be simple and quick to roll for your cards.

Heroes Sheet

I'll use the same randomization process for the villain/environment.
Villain Spreadsheet
Environment Spreadsheet

Because of that, it would be possible for me to play, if we need players to pad it out.  But I'm guessing it won't actually be an issue.

Note: I only have the data for the base game.  If anyone wants to play with expansions, and can find the data somewhere (spreadsheet or otherwise), I'll be happy to make sheets for it.
Second Note: the data I had was pre-errata...I've tried to incorporate all the "enhanced edition" errata, let me know if you notice anything I missed.
Final Note: I don't actually own the game and have never played it before.  But I've been very interested in seeing how it plays, so I'm moderating towards that purpose.  Nonetheless there will probably be some minor rules hiccups, as there always is when I run something I've not played before.

Sign-Ups
1. XP (Fanatic)
2. ADK (Argent Adept)
3.DSell (Mister Fixer)
4. theorel (Tempest)

Let me know if you want to randomize heroes/villain/environment or choose your own.  Also what level you want to play at. (i.e. Advanced or not?  Do you want to randomize but exclude certain options? etc)

4
Non-Mafia Game Threads / Power Grid III: rspeer WINS
« on: May 06, 2014, 11:04:37 am »
Current Game Summary: here
Spreadsheet: Spreadsheet
Current Phase Update: rspeer to build

Turn Order (# Cities)
1. WalrusMcFishSr (11)
2. AndrewisFTTW (11)
3. Kirian (10)
4. chairs (10)
5. rspeer (10)

Power Grid
Quote
The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Description from BGG

This is the thread for a Play By Forum game of Freidemann Friese's Power Grid.

Rules: http://riograndegames.com/uploads/Game/Game_5_gameRules.pdf

Much of this game will run just like Game I.  However, I've created a spreadsheet to make the various minutiae easier, here .

I'll use the USA map and the same auction mechanics.


Sign-ups
1. AndrewisFTTW
2. WalrusMcFishSr
3. chairs
4. rspeer
5. Kirian

Need Andrew and rspeer to confirm.  Also choose a color, any color is fine.
Also, if you want something different from the last two games chime in here.  (i.e. different map, not randomizing regions, whatever)

5
Non-Mafia Game Threads / Power Grid II: Game Over, Kirian WINS!
« on: September 30, 2013, 07:23:09 am »
Current Game State: here
Current Auction: Plant 34 | $34
Current Phase Update: here

Current Turn Order:
1. liopoil (13)
2. AndrewisFTTW (13)
3. Kirian (11)
4. Walrus (11)
5. Archetype (10)

Power Grid
Quote
The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Description from BGG

This is the thread for a Play By Forum game of Freidemann Friese's Power Grid.

Rules: http://riograndegames.com/uploads/Game/Game_5_gameRules.pdf

This game will be run in the same fashion as Game I

I'll use the USA map and the same auction mechanics.


Sign-ups
1. Archetype
2. liopoil
3. Walrus
4. kirian
5. GalzriaAndrewisFTTW

I have 6 players currently...My understanding is that 5 players is better.  Probably not everyone will want to play right now, but if everyone does, it would be good to know if you're willing to play with 6.
So, please confirm with the following information:
Color (I assumed liopoil/nkirbit's from LoW).
Whether you're willing to play with 6.

6
Non-Mafia Game Threads / Lords of Waterdeep Game 1 GAME OVER, nkirbit wins!
« on: September 10, 2013, 09:49:11 pm »
I'll go through the votes tomorrow and see who voted for this.  But this will be the thread of the Lords of Waterdeep game.

Here's the google-doc that I'll use to run it: https://docs.google.com/spreadsheet/ccc?key=0AgQW2_nUk_nKdDlRRGdQZDZmTjNZbFdLMVc5RGhHU0E&usp=sharing

I'll keep track of player order and VP in this thread.

I'll handle the intrigue hands like they did in Through the Ages where I'll PM you a link where your Intrigue hand is visible alongside all other game-state information.

I've only got the base game in there...if people would prefer to play with the expansion, and the info is available I can add it.
I'll re-randomize everything before we start, but it should give a feeling for how I'm adapting everything over.  Let me know if anything seems off, or like it will be hard to understand.

Rules can be found here in case any of you haven't played. (EDIT: forgot the link: http://media.wizards.com/downloads/dnd/DnD_LOW_Rulebook_EN.pdf)

I'll also note that I haven't played...I've looked over the rules, and ran through the FAQ/rules forum, but at least some of you will probably know the rules better than me.  I'm generally pretty good with rules, but if I miss something please point it out.

Finally, it would be great if someone could go through the Reference pages and make sure all the cards are right.

Players:
1. Kuildeous
2. liopoil
3. nkirbit
4. mail-mi
5. <empty>

Oh, we had 5 players in the poll already.  So, if everyone's good with 5 we'll do that.  If we want to do 4, we could see if there's sufficient interest to run 2.

7
Forum Games / More Board Games
« on: September 09, 2013, 11:11:29 am »
Okay, well...I didn't get enough interest in 18AL or Trains to start them up (although I've included them in the poll for completeness).

So, I've made a poll to see what games people might be interested in.  Some of these I could be quicker to get set up than others.

I'd also be interested in running Merchants and Marauders to see how that plays.  But I can't find a list of what all the Glory cards do...the vassal module doesn't have them all.

I would run them all using a combination of google docs and images, depending on the game.

Some of these are games that I am interested in playing/seeing in play, while others are games that I find fun, and seem like they'd be easy enough to run as a PbF.  Some of them without any hidden information, I'd like to play as well as run.  Some I'd be interesting in playing if someone else wanted to moderate them.

So, I'd play as well as moderate (unless there was an issue):
18AL, Chicago Express, and Imperial.
I'd play if someone else moderated:
Belfort, Lords of Waterdeep, Suburbia, Trains

The other games I'm only interested in moderating.

8
Forum Games / Trains interest check/sign-up
« on: August 21, 2013, 02:55:47 pm »
Trains

So, you're not interested in a heavy 18AL game, but would like to play a lighter train game?  And hey, this is a dominion forum...

So, there's a relatively new (to America) train-dominion-game that is just coming out called Trains.  I'm going to host a game.

This one has random/hidden information, so you need like a real live mod and stuff.  Well, I'm that mod.

Now, a Dominion-style game is a little harder to moderate than other games, because well, maybe you want to draw cards during your turn.  And it sucks to have to wait for a mod...so, I've developed a system.

I've got a pair of google docs, one holds your deck and all necessary randomization...the other holds your hand, and the potential for further draws.  So, you don't get to see your draw ahead of time, but I can set your deck ordering ahead of time.  Ideally no one will try to cheat, but I do have a log of changes, so I can check if its needed.

Anyways, here's an example player's hand and board.  In order for this to work, I'll have to share the google doc with edit privileges to each of you individually, so I'll need e-mails.

So, let me know if you're interested...
Rules: http://boardgamegeek.com/filepage/88890/trains-official-rulebook

Google Doc Spreadsheet for board/hand.
https://docs.google.com/spreadsheet/ccc?key=0AgQW2_nUk_nKdHo1NzFZdnJaRGR2cEQ3b3pfeW5zSnc&usp=sharing

1. (EFHW)
2. TwistedArcher
3.
4.

(Note: I'll be away until Monday, but I'll be happy to answer questions, etc, when I get back)

9
Forum Games / 18AL interest check/signups
« on: August 21, 2013, 02:47:43 pm »
18AL

Well, we haven't had enough good meaty games around here lately...so I'm going to propose one.

Quote from: BGG
18AL is a shorter 18xx game set in Alabama and designed by Mark Derrick. It is currently available as a free print-and-play game from John David Galt.

I've been really interested in trying out an 18xx game for a good while now.  I've seen 18AL suggested as a good intro to the series.  For those unfamiliar:
Quote from: BGG
18xx is the collective term used to describe a set of railroad-themed stock market and tile laying games. The 18xx set has two main branches: the 1829 branch (1829, 1825, 1853, and 1829 Mainline) and the 1830 branch (1830, 1856, 1870, etc). There are also a number of crossover games which sit somewhere between the two branches (e.g. 1860). While general railroad operations such as track laying are critical to both branches, the two branches are fundamentally quite different in character and player focus. The 1829 branch games emphasize stock-picking and portfolio management while the 1830 branch concentrates more on financial prediction and stock market manipulation. So in 1829 et al. players are rewarded for holding the right stocks at the right time and for running their companies well, while in 1830 et al. they are rewarded more for manipulating the stock market to their advantage and investing in the companies that thereby profit.

Here's a geeklist with some more information: http://boardgamegeek.com/geeklist/50903/so-youre-thinking-about-giving-18xx-a-try

This is a game that I cannot feasibly play face-to-face due to time constraints...but as a PbF game it should work reasonably well, I think (or at least hope :)).

Rules are here:
http://boardgamegeek.com/filepage/80315/18al-rules-v1-7

I've made a google-doc for the board, company boards, bank, etc here:
https://docs.google.com/spreadsheet/ccc?key=0AgQW2_nUk_nKdHlHVGJJR0ppZUNRVzg1emhpRnBWRUE&usp=sharing
I'll keep track of player-data in thread.

There's no hidden information in this game, no randomness (outside initial ordering).  I'd like to play as well as mod it.  So....
any interest?
1. Theorel
2. Voltaire
3. (Kuildeous?)
4.

10
Roll Through the Ages: The Bronze Age

Player Order:
1. mail-mi
2. Kuildeous
3. Tables
4. chairs

Roll through the ages is a dice-rolling civ-type game for 1-4 players.  Player's turns are relatively self-contained so it should work nicely as a forum game.  We can roll dice here, and I'll keep the scorecards updated.

The rules for this game aren't posted online, but they're mostly available anyways because it's a simple game, and the scoresheet is available online.

Scoresheets

Quick Reference:
Order of Play
1. Roll dice and collect goods and food
2. Feed cities and resolve disasters
3. Build cities and/or monuments
4. May buy a development
5. Discard goods in excess of 6

Dice
1 = 3 Food
2 = 1 Good
3 = 3 Workers
4 = 2 Food OR 2 Workers
5 = 7 Coins
6 = 2 Goods and 1 Skull

Disasters
Cause   Result   Effect
No Food   Famine   -1 pt (per city)
1 Skull   None   No Effect
2 Skulls   Drought   -2 pts
3 Skulls   Pestilence   -3 pts for opponents
4 Skulls   Invasion   -4 pts
5 Skulls   Revolt   Lose all Goods

Game End
Game ends at the end of the round when:
-All Monuments are collectively built
-One player has 5 developments


Rules Explanation
Rules for this game are not available online, but they're pretty straightforward. 
-Roll Dice:
Roll dice yahtzee-style (i.e. roll, set aside, roll, set aside, roll (that's 3 total rolls, no more after that)).  After each roll you MUST set aside skulls (6's).  You may reroll dice previously set aside.
You roll 1 die per city you've built.

-Collect Goods/Food
Food increases according to the number of food dice you have.  Goods increase from bottom to top, 1 of each good, circling back to bottom if you get more than 5 goods.  Start from the bottom EACH TURN. 
So, for example if you have 1 wood and 2 stone from previous turns, and roll 6 goods you gain: 1 wood, 1 stone, 1 clay, 1 cloth, 1 spear, and (circling around)1 wood again, ending with 3 wood, 3 stone, and 1 of each other good.
Note: there is a hard cap of 15 food.  If you would collect food such that you go over 15 the excess is not collected.  Same with Goods, if you would collect a stone, but it would take you past the "56" slot, then you lose that good.

-Feed cities/Resolve Disasters
1 food per city.  If you cannot feed all your cities you take -1 pt for each city not fed.  Mark down negative points/lose goods for disasters (see above). 
Note: Pestilence effects opponents NOT you.

-Build
Place workers in the boxes on the scorecard.  When you fill all the boxes you've built that thing.  For monuments: the first player to build gets the points in the box, any later players get the other number.  (i.e. first player to build the great wall gets 10 points, if another player finishes it later, they get 5 points).  Boxes remain filled from turn to turn, so you can spend 7 turns building the Great Pyramid or whatever.

-Buy Development
You may spend any coins or sell goods to buy a development.  When selling goods you must sell ALL of whatever type of good you sell.  You get the value indicated under the box you're at. 
Example: You have 3 clay, you may sell it for 18 coins.  You may NOT sell less than 3 clay in this instance.  It's either all 3 clay or nothing.
Coins do not persist from turn to turn, it's spend it or lose it.
Goods do persist.

-Discard excess goods
If you have more than 6 goods, you must remove goods until you have 6, remove goods by moving the marker to the left one space.  To count how many goods you have, count the number of empty spaces to the left of your markers.


So, that's it...let me know if you have any questions.

11
Non-Mafia Game Threads / [DLR] Chapter 1: The White Calf
« on: May 13, 2013, 07:44:42 am »
General References
Current Combat Round
Current Scene
Character Sheets

Combat References
Combat Manuevers
Combat Mat
NPC Allies


Scene 1: Ambush on the High Plains
   Six days ago you boarded the heavily armored stagecoach from Bismarck, Dakota Territory headed to Deadwood in the Sioux Nations.  You each had your own reasons for boarding, and talked to each other a bit on the trip.  After six long days of nothing happening, you began to wonder if all that heavy armor was just for show.  Well, not just for show, with all the rattling and clattering, maybe it's to help keep the passengers from dozing off and missing the lovely scenery.  You're sore, annoyed, and tired.  Besides which, you're headed into the heart of a storm.  According to the Epitaph, almost a dozen miners were murdered south of Deadwood just two weeks ago.  If you're an Indian, you have reason to fear from the white men in the city...folks won't be too pleased about it.  Even in Bismarck, you were getting some sidelong glances.  Otherwise, the recent murder of those miners sits on your mind, the Indians around here ain't exactly happy about the white man's presence; you recognize that you might well be part of their next target.  Well, that was all before the loud *SNAP*.
   It felt like the front wheels just fell off, and suddenly the whole posse was occupying the front seats.  As your head cleared, and you extricated yourselves from one another you heard the sound of horses galloping off, and Jeb McKeever shouting "WHOA! Get back here ya dumb...".  Then you hear a gunshot.
   "Shut yer piehole boy!  Ever'body in that coach best listen close now!  This here's Sam Bass - mebbe you heard o' me.  Me an' my boys got you surrounded and dead to rights.  If you come out real peaceful-like and surrender all yer val-ee-ables, we'll see what we can do about not harmin' you none.  Put up a fuss, well...that ain't gonna end well for you.  Take my word for it."
   You hear some grunts and laughter from several men.

(OOC:
You're inside an armored stage-coach, well-protected.  The driver and shotgunner not so much.  There are some window slits, but they aren't large enough to fit a pistol barrel.
You've got about a round to figure out what you're doing before combat actually begins.

Everyone make a "Common Knolwedge" roll.  (Do this by rolling your smarts and an additional d6, the highest of the two applies.  Lekkit applies a -2 to both dice.  If you roll the highest number on the die you re-roll and add.  Alternatively, you can use dXvX notation and it will automatically reroll, but you'll still have to manually add.)

12
In-Character Introduction: http://forum.dominionstrategy.com/index.php?topic=7935.msg234103#msg234103

Sign-ups:
1. Galzria
2. Jorbles (Jimmy Twocards)
3. Jack Rudd (Amanda Jackson)
4. ashersky
5. Lekkit (Cliff Davidsson)
6. spiritbears (Brigham Young VI...aka Bob)

Introduction
Some folks have expressed interest in playing an RPG here on the forums.  I've been playing RPGs for a good while.  I've played several systems, and thus far Savage Worlds has been my favorite.  I also really like the flavor of Deadlands, and so that's the game I prefer to run (assuming there is sufficient interest).

I'm going to run a Plot Point Campaign (Savage Worlds "modules" which are a bit more freeform with an over-riding story), in order to help keep things somewhat focused and to help with giving an overall plot. 

As with anything of this sort, there are spoilers out there for the story.  Of course, there will be flavor elements based on your characters, and how you approach things that can make this look different from "typical".  I'm certainly not afraid to take major detours, and handle things differently, so you may not know exactly what's going to happen, even if you're familiar with the campaign.  Ideally you'll just know nothing of it, and get to be surprised as things happen.  If you do know the story ahead of time, you are not prohibited from playing, but please try to maintain In-Character lack of knowledge, and don't spoil it for others :)

This is the sign-up/character creation/interest check thread.  I'll move to a different thread once we start playing (and possibly periodically depending on how big the threads get).  The second post here is sort of a GM-Player contract, just something to make sure we're all on the same page as far as playing the game goes.  The third post here is setting information, important stuff about the Deadlands universe, if you're familiar with Deadlands you can skip this post.  The fourth post is stuff relevant to this specific game.  This post is an introduction, and some expectations regarding PbF RPGs.  If you've never played a PbF RPG you should read this post...if you've played RPGs online before you can skip the rest of this post.

Once someone creates a character, I'll add an in-character component to this thread.

Expectations for a PbF RPG
The goal here is to make expectations clear...this is a long-term commitment, and RPGs can tend to be pretty involved.  That said, the important part of the commitment is not to keep playing no matter what, but just to keep the GM and fellow players informed.

So, I've run a couple Savage Worlds games on MythWeavers, though they died out (as so many PbF RPGs do).  But I think with a tighter community (such as we have here) there's a much better chance for this to succeed.

RPGs work pretty differently from the other games played here.  There's a lot more in-game conversation going on than a typical board-game (making it more similar to a mafia game).  In particular, the situation where conversation is dominated by a couple active players can arise just as in mafia games.  So players with lower post-counts can start to feel overwhelmed with trying to keep up.  Now, just as in a mafia game...it's OKAY if you aren't posting a lot, you shouldn't feel pressured to do so, but there is a level of commitment needed, and you might feel overwhelmed by the reading.

RPGs also take a LONG time.  A gaming session which would be maybe 3-4 hours in person, easily stretches to 1-2 months (maybe more) in PbF.  So, a 20-session campaign which would probably take about half a year for a group meeting FtF, will run a few years on PbF.  That's a long time to commit to something.

The combination of both of these things, means that players have a tendency to drop out and need replaced (so do GMs, though hopefully that won't be an issue :) ).  If you do need to drop out that's fine, but please let me know.  If you're just feeling overwhelmed, but want to keep playing, or if you need to take a couple months off or anything, let me know that too.  Anyways, if you can keep me informed, I'll appreciate it, it will help keep things moving for everyone, and just make a more positive experience overall. 

On the other side, it'd be great to have some subs available.  If you're interested in playing, but the game is full, I hope you'll be a substitute for the (essentially inevitable) missing players.

So, if I didn't scare you off, let's move on to the fun parts.

13
Non-Mafia Game Threads / Power Grid I (Game Over-liopoil wins!)
« on: January 07, 2013, 12:48:13 pm »
Current Game State: Here
Current Auction: None

Power Grid
Quote
The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Description from BGG

This is the thread for a Play By Forum game of Freidemann Friese's Power Grid.

Rules: http://riograndegames.com/uploads/Game/Game_5_gameRules.pdf

My plan here is just to run the game.  My understanding is that it's best with 4-5 players, So I'll take sign-ups till we hit 5.  If we fall short, I can play as well, but my intention in the forum games is to stick to games I don't get to play with friends and family.  We'll be playing one of the maps from the base game (USA or Germany).  So, if everyone could state their preference for which map in their in-post that would be great.  If you have anything more severe than a preference note that as well.

Sign-ups
1. Galzria
2. bozzball
3. QVist
4. Tables
5. liopoil

Let me know if you've got any questions.

Auctions will be handled in an e-bay style.  When bidding each player PMs me a maximum auto-bid.  I'll then increment the bidding until we pass the lowest auto-bid maximum, and offer the player the chance to increase their auto-bid or give a set value bid.
During auto-bidding bids default to increasing by 1.
See Galzria's post three down for an example.

As an option, you may tell me you want to "force max".  If you do so, then the last bid you make before you would be expected to exceed your maximum will be your maximum bid.  Expectation is determined by the other player's "increments", if at least one round has been completed, otherwise it is assumed to be 1.
See my post (reply #22) for an example of a forced max.

PM structure for Auto-bidding:
Bidding on Plant ##.  Max Bid: $## (optional-force max).  (optionally) Increment by: $##.

Turn Summary Reminder: (These are the phases of the turn)
1. Determine Turn Order: (most cities first, tiebreakers determined by highest power plant #)

2. Auction Power Plants: In turn order.

3. Buy Resources: In reverse turn order.

4. Build City Connections: In reverse turn order.

5. Beaureaucracy (power cities and receive money).  I will as a default assume you are powering as many cities as you can.  Let me know if you want to do differently, if there is a non-obvious choice of which plants you will fire, I'll ask.

Other Relevant Game Information:

-During Step 1, only one player may build in each city.  The first player to build in a city pays $10.

Step 2 begins at the END of "Phase 4" when at least 1 player has built to 7 cities. 
-During step 2, a second player can build in each city.  The second player to build in a city pays $15.

Step 3 begins at the end of the phase when the Step 3 card is turned over from the Power Plant deck.  (This can happen in any of phases 2, 4, or 5) 
-During Step 3 a third player may build in each city.  The third player pays $20.


Game End triggers at the end of Phase 4 when at least one player has built to 15 cities.  At this time the winner is the player who can POWER the most cities, ties broken by cash in hand, then by # cities connected.

Restock Rates (for 5 players):
Step123
Coal:575
Oil:456
Garbage:335
Uranium:232

Income Table
# CitiesIncome# CitiesIncome# CitiesIncome
01056410105
12267311112
23378212118
34489013124
45499814129

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