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• #77
I don't think many people on here are currently into games.
I've never played Blood Bowl myself.
Thanks, man. Had to try my luck.
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• #78
Well, kinda, but...
Britannia begins with the Roman invasion and ends with William the Conqueror, if I remember correctly. The turns represent tens of years, meaning that you have, for example, Boudicca to use for only one turn. The games takes hours, mind. As a positive, even though you are tied to specific nations and you could well play the game many times with the same factions, every game manages to be different. And even with minute differences, the outcome can change a lot.
Nowadays, after watching the sheep shaggers of Wales sit pretty and rule their lands for ages, we have started to put pressure on them from the get-go. Driven to the mountains, the Welsh are not able to produce their foul offspring which opens opportunities for the different groups from Ireland to populate their lands.
I've learned more of the history of perfidious Albion playing that game than I ever did in school.
And yes: Dominion rocks. Even my friends that hate board games have wanted to have another go. And I suggest you stay with the basic game. At least the first expansion was, sadly, pretty weak. I have the second one, too, but haven't tried it out yet.
This sounds fucked up. I think I want to try it. Like Civilization (the computer game, never played the board game), but with continuous historical accuracy?
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• #79
This sounds fucked up. I think I want to try it. Like Civilization (the computer game, never played the board game), but with continuous historical accuracy?
Sort of, yes, although there isn't really nothing to build except for armies.
But I suggest you have a go. It does take hours to play, but it is a good one.
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• #80
Being a sucker for card games, I've just bought a pack of "First To The Line" a bicycle themed card game. All details here: http://first-to-the-line.com/
If anyone else wants to get a pack, we can save on postage.
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• #81
Yes, I'd love one please!
Do you want to order another one or should I order one myself, with orders to ship them together?
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• #82
This would have been awesome on a recent trip to the continent. There will be more. I'll take a pack.
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• #83
Cool. I'll email the dude and see how he wants to play it.
No pun intended. Oliver.
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• #84
Beware if he seems to be keeping his cards close to his chest.
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• #85
If you buy a copy from them but chose the "pick up from them option", and he'll invoice me with the total for shipping and send all the packs to me, and you can give me the shipping when I get them.
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• #86
OBJECT
Be the first to the line! Play cards that put your riders to be in the best position to win the final sprint after the final road card is played. The game is best played with two to four players.
CARD TYPES
Road Ahead: These cards have a different back image and are kept in a separate pile from the other game cards.
Rider: These are the main game cards. Each rider has a style (sprinter, climber, or rouleur) and mountain, hill, cobbles, and sprint ratings.
Action & Reaction: These are your tactics. Play an action card to put one of your riders in a better position to win, or to sabotage another player’s rider. Reactions can be played at any time. Discard after playing.
Effect: These cards are played onto a rider. The card’s effect lasts until it expires (as described on the card) or the effect is canceled by another card. The card then goes in the discard pile.
THE TURN
At the beginning of the game, each player is dealt 5 cards. At the beginning of each turn, draw two cards. You may play up to three cards during your turn. Reactions do not count against the three card limit. At the end of your turn, discard down to 7 cards.
THE ROAD AHEAD
At the end of the dealer’s turn, the dealer flips over the top card in the Road Ahead deck and places it face up on the road pile. The cards should be placed in a cascade so that all the road card titles are visible. Follow the directions on each road card when they are played. After the dealer flips the tenth road card, the game has entered its final turn.
MOVING THROUGH THE PACK
When playing a rider card, that card goes into the peloton, or main group. Each player plays his or her rider cards in front of them. If a rider creates, joins, or follows another rider to the breakaway, or break, move that rider forward, but still in front of that player. There can only be one break at a time.
GETTING DROPPED
If a rider is dropped from any group, that card is moved back one group. If a player has riders in the break, the peloton, and the dropped group concurrently, there should be three rows of rider cards in front of that player. If a rider is dropped from the dropped group, discard that rider card.
MAKING THE BREAK
Attack and counter cards are the primary means of getting a rider into the break. Attacks can be played as cumulative with one another, as can counters. Ex.: a player may combine a Strong Attack with a Dummy Attack to create or join a break up to 4 minutes up the road.
COUNTING THE GAP
Road ahead cards are used to keep track of the time gap between the break and the peloton. Any time a break is formed, take the top card(s) from the road type deck and place it next to the deck, face down. Ex.: a rider attacks to create a 3 minute break, pull 3 cards from the top of the Road Ahead deck and place them face down next to the road type deck to signify a 3 minute advantage. As the break’s advantage grows and shrinks, move cards back and forth between the time advantage pile and the bottom of the road type deck.
THE FINAL TURN
Rider cards cannot be played on the final turn. The final sprint is contested between all riders in the front group, whether that’s the break, the peloton, or even the dropped group. The rider with the highest sprint value wins the race. In case of a tie, the rider with the highest value on the most recent road feature wins.I don't think that this will be played in the O household this Christmas.
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• #87
Come on, Clive, I know that out of all those rules you're only familiar with 'getting dropped', but why not learn something new? ;)
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• #88
I'll take one of those ...although I fear I am also most familliar with 'getting dropped,' the others look interesting too.
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• #89
You just can't beat a good game of Monopoly on a Sunday afternoon - stick a time limit on it - same length as the roast is in the oven for, and job done.
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• #90
You just can't beat a good game of Monopoly - stick a time limit on it
Eh?
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• #91
You just can't beat a good game of Monopoly on a Sunday afternoon - stick a time limit on it - same length as the roast is in the oven for, and job done.
You're not really supposed to beat the game, but the other players. ;)
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• #92
Loved this aged 10, its satisfyingly playable on a regular basis at that age for, oh a good year at least.
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• #93
Ha, we played that to death.
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• #94
You're not really supposed to beat the game, but the other players. ;)
Ha, we played that to death.
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• #95
You did get the pun, didn't you, Clive? I should be disappointed if you hadn't. ;)
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• #97
In clive's post above
"The game is best played with two to four players."
Looks like a cycling version of "Mille Bornes" - childhood game of choice until Uno came along.
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• #98
Matt, I am sure you can play by yourself, if that's what you are worried about.
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• #99
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• #100
Couple of favs
those were the days when you could put swastika's on boardgames ah...
&
I don't think many people on here are currently into games.
I've never played Blood Bowl myself.